userJarryd Campicancel

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

5 Months Ago
Hook up win and lose animations
5 Months Ago
Merge from community_improvedcountdowns
5 Months Ago
More changes, thanks Plastic
5 Months Ago
More changes
5 Months Ago
Reapplied changes, added TimerFormat setting adds the ability to format the number as a timer with various presets Re-Applied JSON API changes Oops.yaml Ensure Unique Names for unnamed panels if panels are expected to be found by name then the name should be unique by default, the Countdown component requires this because it now re-uses the DestroyPanel function from the main class, but other branches like the animation branch benefit from this aswell Upload Countdown Test example Added Reset method just resets the Update Invoke Call Reset if the Interval gets updated Update Missing sprites Merge branch 'Facepunch:master' into CountdownImprovements Fix Invoke post Client hashing switch to using InvokeHandler based Invokes to avoid FP's client hashing from breaking text invokes, its possible nameof could have worked but i dont know enough about their build step to confirm that Move example json to test folder Undo invoke change & fix spacing undo invoke changes as there is a fix for string based invokes Merge changes Removed the new GUID for every unnamed component - this broke our internal community UI test and would have likely posed issues for general back compatibility Some minor formatting changes Thanks for the PR! Merge pull request #56 from Kulltero/CountdownImprovements Countdown improvements
5 Months Ago
Implement PR #56 for community UI - countdown component improvements Minor changes made to PR for improved backwards compatibility and formatting Also improved the Load Custom UI editor button to automatically open the tests folder
5 Months Ago
Fixed misconfigured roll bones on player model Adjusted aim spine v2 settings on lr300 Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
5 Months Ago
Unsaved changes
5 Months Ago
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5 Months Ago
Merge from main
5 Months Ago
Merge from fishing_full_inv_fix
5 Months Ago
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
5 Months Ago
Player model cleanup Added a blocking state to the 3rd person animator
5 Months Ago
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
5 Months Ago
First pass on damage logic Shields can take hits and the hits are absorbed by the items condition Shields can have different ProtectionProperties like a BaseCombatEntity Shields can take hits when mounted on the back and abosrb the damage like they were held Broken shields won't appear at all
5 Months Ago
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
5 Months Ago
Temp model Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
5 Months Ago
Hold RMB to block with the shield (only visible in first person right now) Cannot attack while blocking
5 Months Ago
Hide the left arm of viewmodels when a shield is active (rotated off screen) Hide the viewmodel shield while reloading weapons
5 Months Ago
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
5 Months Ago
Added a shields inventory loadout for testing Can now use M92 with shields Can no longer ADS while a shield is equipped
5 Months Ago
Fix parenting issues Don't allow throwing melee weapons while a shield is equipped
5 Months Ago
Initial implementation work Created placeholder item and entity Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
5 Months Ago
Adjust position of industrial adaptor and lock slots slightly to better fit the model
5 Months Ago
Merge from main
5 Months Ago
Adjusted LOD levels to match vanilla TC
5 Months Ago
Increased the default npc vending machine IntervalHours to 5 in-game days This means that prices will adjust themselves every 5 in game days, used to be 4 times a day This should result in more stable prices and smooth out the sharp drop off of prices a week into a monthly wipe
5 Months Ago
Merge from main
5 Months Ago
Unsaved changes
5 Months Ago
Simplify TwistCorrectionComponent
5 Months Ago
Ported the two bone IK component into our framework Updated the twist scene with a more representative example of bone shearing
5 Months Ago
Made an example scene for the twist component Fixed the TwistCorrectionComponent resetting it's initial rotation offset value every time the component is updated, preventing it from working at all
5 Months Ago
Gibs, more closely match icon
5 Months Ago
Set up skin, rebuild deployable prefab to keep consistency with base TC
5 Months Ago
Merge from main
5 Months Ago
Added a timeout and make sure the UI is layered properly in the HUD
5 Months Ago
Add some fallbacks if a player dies, walks too far away, is wounded, etc mid game
5 Months Ago
Converted the RPS gesture UI into a non blocking UI Added UI support for draws
5 Months Ago
Merge from parent
5 Months Ago
Server side cancel fix
5 Months Ago
Refactor RPS into a more generic gesture interaction system, WIP
5 Months Ago
Merge from parent
5 Months Ago
Remove the ridiculous invoke handling system for fading in/out gesture layers, was responsible for a bunch of bugs with the handcuffs Now uses a single simple update method called every frame, much easier to debug and understand Update the default gesture bindings for surrender
5 Months Ago
Compile fix
5 Months Ago
Merge from main
5 Months Ago
Merge from midi_unsubscribe
5 Months Ago
Unsubscribe from the midi inputs when MidiConvar.Enabled is set to false, should allow another instance of the client to register to the events
5 Months Ago
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5 Months Ago
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