userJarryd Campicancel

13,600 Commits over 2,710 Days - 0.21cph!

4 Months Ago
Merge from hackweek_accessibility_colourblind
4 Months Ago
Added option to change colour of deployed laser detector (green, blue and yellow options) Lasers attached to weapons are unaffected
4 Months Ago
Merge from elevator_parenting (includes tunnel network layer visibility system)
4 Months Ago
Network++ Save++
4 Months Ago
4 Months Ago
Rolled the right hand aim pass into the aim pose component, improves performance and solves a bunch of order of execution issues. Right hand aim now happens after the aim pose solver and before the left hand IK pass
4 Months Ago
Remove a runtime allocation (will still trigger in the editor for some tooling purposes) Refactor the SingleBoneAimComponent in preparation for rolling it into AimPose component
4 Months Ago
Added ViewmodelAttachmentOverride component, can be added to the root of a viewmodel to override which transform is used when spawning a viewmodel Mostly for more precise scope placement
4 Months Ago
Set up GameobejctToggleState components on reload
4 Months Ago
Remove wallpaper_radius command Remove setwallpaper and removewallpaper commands in the ent command Added add_wallpaper_radius, will add wallpaper to any walls in the radius if they don't have a wallpaper, uses the provided skin id (name or id) Added change_wallpaper_radius, will modify any wallappers in the radius to the provided wallpaper Both of the above convars can now take -1 as a skin id and a random wallpaper will be used Added clear_wallpaper_radius, will remove any wallpapers in the given radius
4 Months Ago
Merge from wallpaper
4 Months Ago
wallpaper_radius now supports a name parameter, it checks that the name of the inventory asset in unity contains the provided string eg. "wallpaper_radius retroa 100" and "wallpaper_radius 10249 100" will both set all wallpapers in 100m to that skin Be mindful when using the name option that it will return the first match, so passing "retro" as a name will return the RetroA skin
4 Months Ago
Added wallpaper_radius command, works the same as upgrade_radius
4 Months Ago
Created a new water wells test scene, added to the dev scene loader
4 Months Ago
Merge from hackweek_accessibility_colourblind
4 Months Ago
Merge from main
4 Months Ago
Added holo sight colour to the colour blind settings, comes in green and blue options Fixed some errors if a colour setting was set to an out bounds index via the console
4 Months Ago
Shop UI now closes if vendor dies while player is shopping Setup placeholder clothing loadout
4 Months Ago
Add NPC/vending spawners to water well C and E
4 Months Ago
Lowered chance of teas in food cache loot table
4 Months Ago
4 Months Ago
Protobuf restructuring, save next refresh time Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
4 Months Ago
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
4 Months Ago
Protobuf
4 Months Ago
Merge from net_vis
4 Months Ago
Merge from main
4 Months Ago
Merge from npc_dynamic_pricing_updates
4 Months Ago
Changed the default npc vending machine price update frequency to every 3 hours (was 5) Added new PriceUpdateFrequencyBiWeekly and PriceUpdateFrequencyWeekly convars, defaults to 2hrs and 1hr respectively Vending machines will use these if the server is running a bi weekly or weekly wipe schedule, requires the correct tag assigned in server.tags (specifically "biweekly" or "weekly") Added npcvendingmachine.ResetFrequencyTags, this needs to be called to adjust pricing if the servers tags are changed at runtime, mostly for testing
4 Months Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement (on the right branch this time)
4 Months Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement
4 Months Ago
Merge from hackweek_accessibility_colourblind
4 Months Ago
Disable the clan name tag option, it's unused (just need to enable the gameobject when we're ready)
4 Months Ago
Merge from hackweek_accessibility_colourblind
4 Months Ago
Make AccessibilityComponent abstract
4 Months Ago
Don't recreate the decal material if not needed
4 Months Ago
Merge from main
4 Months Ago
New vendor refreshes item selection (every 60s right now for testing) Happens regardless of whether the vendor is alive or not
4 Months Ago
Don't show map marker for water well NPC
4 Months Ago
First pass on a shopkeeper NPC in the water well (only on D variant right now) Can be killed by players, will not drop any loot Will respawn after 30-60 minutes Shop is inaccessible while the shopkeeper is dead (so please be nice) Some minor shopkeeper cleanup, converted a generic flag into a named const flag for better tracking and invisible vending machines no longer need to do a Vis.Entities every time they sell something or look at the player
4 Months Ago
Added 1 - 2 food cache spawners to water wells b,c,d,e
4 Months Ago
Set up prefabs and first pass on loot table (mixture of high quality food and teas)
4 Months Ago
Unsaved, thanks plastic
4 Months Ago
Clean up food cache prefabs (correct mesh LOD settings, removed unneeded colliders, added RendererBatch to pickle jars) Move Food Cache folder to Prefabs/Misc/Food Crate (as this is not a deployable)
4 Months Ago
Merge from Food_Cache
4 Months Ago
4 Months Ago
Burst compile the bone jobs
4 Months Ago
WIP clear held entity button, not working for some reason
4 Months Ago
Fixed pose window always saving data to ADS slot Exposed fields on weapons to declare which aim pose data to use Fixed component not working at runtime, can actually see poses in gameplay now
4 Months Ago
Fixed not being able to edit poses
4 Months Ago
Mask out aim poses on deploy