userJarryd Campicancel

12,971 Commits over 2,345 Days - 0.23cph!

4 Years Ago
Add the ability for ziplines to route through multiple destination points, via specially marked chain destinations Added chain destination points to non pylon powerlines so a zipline can transit through a non platform pylon before landing at another platform Refactored saving and loading
4 Years Ago
IK hand tweaks
4 Years Ago
Make speed ease in respect the mount animation
4 Years Ago
Merge from zipline_mountable
4 Years Ago
Add usePoseTransition bool to player animator (set to true when mounting a zipline) Restore old Walk->sitOnChair transition, use that if usePoseTransition is false This allows for the zipline mount transition to happen but for no transition to happen at all for non zipline mountables
4 Years Ago
Zipline now takes 3s to get to top speed Slightly increased top speed
4 Years Ago
Add PathSequence component for proc gen that allows for limits to be set on how often a prefab can placed in a path Added component to Powerline platforms so that two non-platform pylons have to be placed between each platform
4 Years Ago
Compile fix
4 Years Ago
Merge from powerline_ziplines
4 Years Ago
Add a hidden option to PowerLineConnectionHelper that allows powerline platforms to connect power lines to non platform pylons
4 Years Ago
Fixed decals switching back to the default decal after being pooled
4 Years Ago
Don't allow spraying until deploy animation finishes
4 Years Ago
Remove more duplicated powerline scripts
4 Years Ago
Reapply spray LODs (subtract 69570)
4 Years Ago
Testing out easing the player into position on the zipline instead of snapping into place (looks ok in first person but a bit rough in third)
4 Years Ago
Fix duplicate powerline node helpers on platforms, fixes powerlines not getting properly generated between platforms Change "Mount" interaction name to "Use Zipline"
4 Years Ago
Fixed zipline handle not getting cleaned up if the player is dismounted and has no valid dismount Added an extra dismount point with a raised height to reduce the chance of the player getting killed if the zipline hits terrain
4 Years Ago
No longer track the skin used in an item craft event (was making that dataset too noisy) Added a new SkinUsed event that is logged when an item is crafted and when an item is reskinned in the repair bench or via a spraycan
4 Years Ago
Add some more termination points to compound Added zipline termination points to all fishing villages (added to scene as nested prefabs in case of merge issues)
4 Years Ago
Tweaks
4 Years Ago
Reduce collision sweep size to help land on destination platform more safely
4 Years Ago
Fix graphics random write targets not being cleared after spraying, causing rendering issues after using the spraycan
4 Years Ago
R/W on collision meshes
4 Years Ago
Add some more line of sight checks to more accurately check for collisions along the line with slack applied
4 Years Ago
Add zipline prefabs to excavator and airfield
4 Years Ago
Merge from powerline_zipline (stomping changes to excavator and airfield scenes from powerlines, will reapply with new prefabs)
4 Years Ago
Move all monument ziplines out into their own prefab (_ziplines asset next to scene)
4 Years Ago
Add spraycan.UseAccurateMeshSnapping for debugging rendering issues
4 Years Ago
Merge from powerline_zipline
4 Years Ago
Slow down the zipline slightly and ensure it moves to the final line point before dismounting
4 Years Ago
Fixed zipline moving too slowly in builds
4 Years Ago
Now require server.stats to be true to send analytics (as well as official)
4 Years Ago
Fixed edge case where reskinning a snowmobile would sometimes lose it's storage
4 Years Ago
Compile fix
4 Years Ago
Remove LOD system from sprays
4 Years Ago
Mission complete analytic
4 Years Ago
S2P trainyard, powerplant, launch site, excavator, compound, harbor 1 and 2
4 Years Ago
Remove debug stuff from playground
4 Years Ago
Merge from Powerline_Zipline
4 Years Ago
Fix some ziplines not generating because they were calculating a dot product of over 1
4 Years Ago
Remove debug stuff from craggy (left two powerlines for testing)
4 Years Ago
Protobuf + manifest
4 Years Ago
Merge from powerline_zipline Discarded prefab monuments, will need to redo S2P
4 Years Ago
Merge from main
4 Years Ago
Track ore nodes being harvested (include tool type as well)
4 Years Ago
Track tree kills (by weapon type)
4 Years Ago
Categorize GunTrap Fixed npc deaths being logged as player deaths Refactor death stat to recognize per weapon auto turret deaths (eg. player was killed by an auto turret with an mp5)
4 Years Ago
Track all items that are consumed by players
4 Years Ago
Fix shark categorize string for analytics Sharks are now considered NPC's Record deaths via NPC as a sub category so we can differentiate players dying from weapons (ie. getting killed by an mp5 wielded by a player or a scientist)
4 Years Ago
Naming improvements