userJarryd Campicancel

12,029 Commits over 2,527 Days - 0.20cph!

5 Years Ago
Setup assets for more existing gestures Holster the current weapon when starting a gesture and deploy that weapon at the end of the gesture Added support for specifying the layer of a gesture Fixed up some misconfigured animations on the player animator
5 Years Ago
Fixed not being able to spin on slot machine if it had scrap in it before the client connected
5 Years Ago
Fixed spins not animating if player dismounts while spin in process Fixed reel positions in the wrong visual location when loading on the client
5 Years Ago
Merge from main
5 Years Ago
Fixed shading of item icons on slot machine UI
5 Years Ago
Fixed being able to open scrap storage on neighbouring slot machines
5 Years Ago
Raised dismount points slightly so they're not blocked by ground
5 Years Ago
Merge from slots
5 Years Ago
Icons, fixed NRE's when using a gesture with nothing equipped
5 Years Ago
Moved the door manipulator on one of the stairwells
5 Years Ago
Increased elevator speed per metre (1.5 -> 2.5)
5 Years Ago
Cherry picked most of the code from the old gesture_menu branch (the merge looked tricky) Moved the gesture configs into a scriptable object Implemented deploying a new viewmodel specifically for gestures and quickly lowering the currently active viewmodel out of view to display the gesture
5 Years Ago
Revert unintended craggy change
5 Years Ago
Added an electrical output to the static elevator that outputs power for 10 seconds when the lift arrives at that floor Hooked up hidden door manipulators to each of the elevator doors that are triggered by the above
5 Years Ago
Replaced all of the elevator buttons
5 Years Ago
Merge from workcart/button (stomped button placement, will need to reapply)
5 Years Ago
Remove accidental throw in ServerMgr Invoke the boat flag change and remove the per frame check so the latest flags are always set Don't use a local boolean when adding to queues, just rely on the builtin contains check
5 Years Ago
Merge from main
5 Years Ago
Made a Press button prefab for the train tunnel elevators and wired them up to all of the elevator floors
5 Years Ago
Use RustLayout on shop map marker cluster
5 Years Ago
Revert accidental changes to deployable elevator
5 Years Ago
S2P tunnel entrance, run some more DoPrepare Fixes missing top elevator at tunnel entrance
5 Years Ago
Added a StaticTop field that controls whether an elevator entity is at the top (saves some raycasting) Ran DoPrepare on elevator.static.top to fix prefab id
5 Years Ago
Move life story update into an ObjectWorkQueue
5 Years Ago
Merge from main
5 Years Ago
Comments, cleanup
5 Years Ago
Make a new prefab variant of the lift entity (will swap the visual once on workcarts branch)
5 Years Ago
Fix broken prefab
5 Years Ago
More refactoring, just place a static elevator block at every floor
5 Years Ago
Save/Load fixes Fixed incorrect floor position at top floor
5 Years Ago
Compile fix
5 Years Ago
More static elevator work Added an ElevatorStaticFloor Trigger that designates a floor Static elevators now find all of the floor triggers beneath them and use them as floors, instead of requiring elevator blocks every 3 units Floor triggers can be placed at arbitrary heights
5 Years Ago
Added new static variant of elevator for use in monuments - elevator.static.prefab Requires floor information to be manually input on the prefab (IsStatic, StaticTop and StaticFloor fields) Doesn't spawn the sub IO entity so doesn't require power, all of the elevator blocks are still IO entities so they can be hooked up to static buttons
5 Years Ago
Snap repair bench skin picker to left when going from no item to an item
5 Years Ago
Don't change the order of skins when selecting a skin, only when changing item Added client.sortSkinsRecentlyUsed to control sorting functionality, defaults to true
5 Years Ago
Merge from main
5 Years Ago
Export jackhammer model mesh for workshop
5 Years Ago
Fix bandage and syringes not playing third person animations when used on other players
5 Years Ago
Move growable entity budgeted update into an ObjectWorkQueue
5 Years Ago
Use an ObjectWorkQueue to manage flame turret updates
5 Years Ago
Merge from main
5 Years Ago
Fix team dock index not being set properly, fixes not being able to kick players from team
5 Years Ago
Fix double shotgun grip mesh appearing and causing z fighting if the shotgun has no skin applied (only applied to viewmodels, worldmodels will still have issue)
5 Years Ago
Unsaved change
5 Years Ago
Fix mace not being throwable if player presses throw key while the VM is in idle (transition was too long, was skipping events)
5 Years Ago
Map clusters (sleeping bags/vending machines) ignore Y difference when clustering
5 Years Ago
Fix skin picker snapping to the left any time a refresh is called (only resets to the left if the blueprint changes or a skin is selected)
5 Years Ago
Revert SetFlag change, just compare oldflags and newflags
5 Years Ago
Only send one network update a frame on MotorRowboat (could still happen 2-3 times with last change)
5 Years Ago
SetFlag now returns whether the flag was actually set Don't send network update in FixedUpdate on MotorRowboats if no flags were actually set (should save a bunch of network updates a frame)