userJarryd Campicancel

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

5 Years Ago
Compile fixes
5 Years Ago
Merge from vehicles -> vehicles/push
5 Years Ago
Merge from damage_materials
5 Years Ago
Auto assign damage renderer in BaseVehicleModule
5 Years Ago
Compile fix
5 Years Ago
Various cleanup Move Highlight handling to DamageRenderer component
5 Years Ago
Merge from vehicles -> vehicles/damage_materials
5 Years Ago
Merge from fov_viewmodel_scale (fix view model clipping in ultrawide resolutions)
5 Years Ago
Remove a log
5 Years Ago
Another null check
5 Years Ago
Calculate fov vm scale based on actual fov, not just the convar (to account for things like ironsights changing fov)
5 Years Ago
Added a new option to viewmodels to add a positional z offset only on ultrawide resolutions to fix weapons clipping into the camera due to the clipping plane The offset is calculated based on the camera near clip plane Enabled on the waterpipe shotgun, rocket launcher, mp5, thompson, spas12, pump shotgun, m39, compound bow, grenade launcher, m39, lr300 and l96
5 Years Ago
Merge from main -> fov_viewmodel_scale
5 Years Ago
Hooked up damage renderer on scrap transport helicopter and hot air balloon
5 Years Ago
Fix issue where hitting the horn on a car with multiple drivers seats would play multiple horns
5 Years Ago
Abstract the damage material management into a new component: DamageRenderer Added a DamageRenderer slot to vehicles, implemented it on minicopter, rhib, motorboat
5 Years Ago
Minicopter push tweaks
5 Years Ago
Merge from vehicles
5 Years Ago
Merge from chassis_destroy -> vehicles
5 Years Ago
Removed some unused recycle phrases
5 Years Ago
Protocol + 10
5 Years Ago
Update hi res material meta files
5 Years Ago
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5 Years Ago
First pass on letting players destroy an empty chassis on a vehicle lift Once all modules have been removed the destroy option appears Once pressed, has a 10 second countdown before the chassis is destroyed The player can cancel the destroy at any time while the countdown is active
5 Years Ago
Fixed cockpit with engine missing mount hot spots If an engine has no assigned mount spots it will now fall back to the old behaviour
5 Years Ago
Merge from mount_sight_check2
5 Years Ago
Vehicles now store a list of recent drivers, a driver is cleared from the list every 3 seconds If no driver is on a vehicle, use a driver from the list of recent drivers when assigning the initiator for damage in TriggerHurtNotChild
5 Years Ago
Switch ClientOnEnable with OnParentChangingClient
5 Years Ago
Merge from main
5 Years Ago
Added separate client and server entity worlds for a clean separation of logic in the editor Add [ServerSystem] and [ClientSystem] attributes to control systems that are only required in a specific build
5 Years Ago
Added some slight randomisation to the push liquid invoke so all barrels on a server load aren't pushing their contents in the same frame
5 Years Ago
Add watertests save file
5 Years Ago
Added a check to prevent IOEntities getting stuck in the UpdateOutputs queue repeatedly for a frame (was affecting liquid entities in some cases and causing processing to take 1ms) Added some profiler samples to the IOEntity queue to help identify
5 Years Ago
Fixed laser detectors not detecting vehicles
5 Years Ago
Reworking mounting criteria again -Assign hotspots to seating modules with a width and height -Checks z axis so player can't mount car from above (which was rejected on the server anyway)
5 Years Ago
Fixed cars not starting
5 Years Ago
Merge from vehicles
5 Years Ago
Added a callback to OnItemAddedRemoved in VehicleModuleStorage and update lock state in that as well as the fixed update Fixes modules getting stuck in locked state if removed from vehicle too quickly after removing parts
5 Years Ago
Added a max 10 second timeout for horns Fixed horns not stopping if the player dismounts while honking
5 Years Ago
Can now drag engine parts on to the engine sprite to automatically insert it into the correct spot (same logic as right clicking an inventory icon)
5 Years Ago
Build compile fix
5 Years Ago
Merge from vehicles/horns
5 Years Ago
Minor logic tweak
5 Years Ago
Implemented new horn loops
5 Years Ago
Merge from vehicles -> vehicles/horns
5 Years Ago
Implemented the vehicle block check on the sliding blast door prefab (holds the door in place rather than reverting to open) S2P water treatment plant and power plant
5 Years Ago
Fixed door close interrupt behaviour not being run when closing a door via a door controller
5 Years Ago
Added vehicle detection volumes to cancel door closing on double doors (wood, metal and top tier)
5 Years Ago
Merge from fov_viewmodel_scale
5 Years Ago
Attempting to track down a missing ref to fix the "GUIDToPath no path found" warning spam, added a button in the GUID locator tool to find all references that are using the given GUID across the entire project Still haven't found the one that's missing but the tool might be useful so committing anyway