userJarryd Campicancel

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

5 Months Ago
Add pedal trike to vehicle whitelist
5 Months Ago
Cabling now works with new parenting structure
5 Months Ago
Merge from main
5 Months Ago
Merge from pickup_item_number_size
5 Months Ago
Fixed the red item dropped messages appearing too large
5 Months Ago
Disable auto sizing on the number field if the item name on an item pickup notice is < 10 characters Don't show the total item amount in brackets if it's the same amount that you just picked up Very minor allocation improvement
5 Months Ago
Merge from main
5 Months Ago
Merge from dome_collider_fixes
5 Months Ago
Merge from dynamic_vendor_pricing
5 Months Ago
Clamp PriceUpdateFrequency
5 Months Ago
First pass on separating elevator lifts from their parent entity
5 Months Ago
Merge from minigun_unload_fix
5 Months Ago
Merge from simulate_compile_errors
5 Months Ago
Added OutputPath parameter Added AllowUnsafeBlocks parameter Added a None build as well Added a basic sanity check on the defined constants we get from msbuild to ensure it ran successfully and is up to date
5 Months Ago
Merge from main
5 Months Ago
Fix exception when unloading a minigun with exactly 256 bullets currently loaded
5 Months Ago
Increased LOD distance of walkways on airfield towers, pre HLOD
5 Months Ago
Another attempt at preventing the homing missile launcher UI from staying on screen when spectating
5 Months Ago
Possible improvement to number sizing on item pickup UI widgets
5 Months Ago
Merge from main
5 Months Ago
Fixed not being able to skin SB TC back into a regular TC via the spray can
5 Months Ago
Industrial storage adaptors no longer block player movement
5 Months Ago
Merge from block_dof_playback
5 Months Ago
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
5 Months Ago
Cleaned out broken shrub prefabs from airfield Fixed walkways not getting included in HLOD mesh resulting in floating mesh
5 Months Ago
Fixed a misaligned shadow proxy on wall_plaster_300 prefab S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
5 Months Ago
Fixed ladder_prop prefab having a box collider instead of it's mesh collider Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
5 Months Ago
S2P junkyard and launch site as they also used the offending walkway prefab
5 Months Ago
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
5 Months Ago
Merge from spectator_team_fix
5 Months Ago
Another attempt at fixing the spectator display showing incorrect team member names while spectating Also made a small performance improvement
5 Months Ago
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
5 Months Ago
Merge from travelling_vendor/dynamic_pricing Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
5 Months Ago
Decouple dynamic pricing entirely from in-game time, now operates off real time Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month) Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
5 Months Ago
Added NPCVendingMachine.UseRealTime toggle, will use the system clock instead of the in-game clock when adjusting prices Recommend adjusting IntervalHours down dramatically when using this option so that prices don't take 5 real time days to adjust (setting this to 5 would match the current behaviour) If changed at runtime resetDynamicPricing should be called afterwards to resync the pricing to the new clock This would also have a side effect of making prices adjust while the server is offline - prices will be processed to make up for the missing time when a server is booted up again
5 Months Ago
Merge from main
5 Months Ago
Update branding
5 Months Ago
Fixed a wall with incorrect LOD values in trainyard culling too early
5 Months Ago
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
5 Months Ago
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
5 Months Ago
Merge from zipliine_improvements
5 Months Ago
Increase max zipline length to 185m (was 175m)
5 Months Ago
Merge from zipline_improvements
5 Months Ago
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning Increased the maximum distance a zipline can travel to 175m (was 150) This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release) The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
5 Months Ago
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5 Months Ago
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5 Months Ago
5 Months Ago
First pass on browser info
5 Months Ago
Merge from main
5 Months Ago
Merge from main