userJarryd Campicancel

12,942 Commits over 2,345 Days - 0.23cph!

5 Years Ago
Only show hostile marker when within 200m of a safe zone
5 Years Ago
Method rename
5 Years Ago
Merge from main
5 Years Ago
Merge from thirdpersonskins (bone club, bone knife and satchel charge skin fixes)
5 Years Ago
Merge from midiconvar
5 Years Ago
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5 Years Ago
Don't open crafting or inventory while debug camera is active
5 Years Ago
Don't show hostile note if LocalPlayer no longer exists (like in a demo)
5 Years Ago
Move the mounted UpdatePlayerModel to before modelState.FrameUpdate (fixes players switching to standing for a frame when taking damage while mounted)
5 Years Ago
Apply 70,90 third person camera fov clamp for boogie board
5 Years Ago
Merge from main
5 Years Ago
Reassign summer DLC skin ID's to be non-random
5 Years Ago
Fixed skin not getting applied to thrown satchel charge Skin also gets applied when picking up a dud satchel charge
5 Years Ago
Fixed skins not applying to bone knife and club in third person
5 Years Ago
Merge from main
5 Years Ago
Refactor node setup process Fixed failed node connections not saving Setup new node flow Can modify shortname
5 Years Ago
First pass on setting up override gibs for all construction blocks and disabling r/w where possible
5 Years Ago
Fixed spawning gibs for conditional models that aren't active
5 Years Ago
Gib preview sprites in editor UI now appear immediately
5 Years Ago
Added an UI prompt to disable r/w on meshes that are fully overriden by primitives
5 Years Ago
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5 Years Ago
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5 Years Ago
Make sure prefab exists in ConditionalModel attribute setup
5 Years Ago
Re-enable auto sync transforms
5 Years Ago
Make targetprefabid an accessor with private set
5 Years Ago
Merge from main
5 Years Ago
Only get transform.position once during land direction check
5 Years Ago
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5 Years Ago
Remove distance stat tracking (we never used it) Only get world velocity once
5 Years Ago
Merge from main
5 Years Ago
Use existing server directory method to save and load loadouts Use existing client directory method to save and load midi binds Return a pooled list
5 Years Ago
WaterVolume trigger is now always on so we don't have to do a Vis check to wake up any rigidbodies in the pool Lowered upwards force amount when waking up an inflatable
5 Years Ago
Moved the wake up process to WaterInflatable
5 Years Ago
Refactored duplicated skin ownership checks into a method
5 Years Ago
Revert SocketMod_WaterDepth to prior logic and added a new optional AllowWaterVolumes that checks for any water volumes Should be more reliable than comparing water heights
5 Years Ago
WaterVolume tests now return WaterInfo instead of just water height and depth Added an IsInWaterVolume method Update WakeCheck in Buoyancy to only query water system once
5 Years Ago
Pass the correct type into a the wake up Vis process on PaddlingPool to save a cast Use the world space bounds instead of an overlap sphere when waking up inflatables at the bottom of the pool
5 Years Ago
Increase max mount distance on beach chair Moved eye position further back on the chair
5 Years Ago
Merge from main
5 Years Ago
Smoothed eye position no longer uses a unparented transform
5 Years Ago
WaterVolume cleanup Update clipping layermask on dismount check for WaterInflatable OnDeployed is now called by the planner and added the placing player to the method parameters Removed a redundant InvalidateNetworkCache Use water volume contents to find boards/tubes to kill instead of Vis
5 Years Ago
Revert DLC item skipping in item generation Print a warning if an item shortname is null or empty
5 Years Ago
Merge from summer_dlc
5 Years Ago
Remove old head space check again
5 Years Ago
Merge from main
5 Years Ago
Merge from main
5 Years Ago
Cleanup, add some help strings to new commands
5 Years Ago
Merge from main
5 Years Ago
Change capsule check to SphereCheck, move it to FixedUpdate for more reliability Removed foliage displacement component from boogie board Fixed incorrect bounds on inner tube and boogie board, was contributing to some incorrect dismount position validity checks
5 Years Ago
Replace the dismount check raycast with a CheckCapsule (like BaseVehicle) and increase it's frequency (0.25s -> 0.1s) Kill WaterInflatables that are in a pool when the pool is destroyed