userJarryd Campicancel

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

6 Months Ago
Merge from main
6 Months Ago
Fixed item icon NRE's when first person spectating
6 Months Ago
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
6 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
6 Months Ago
6 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
6 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
6 Months Ago
Full global S2P and HLOD regeneration
6 Months Ago
Fixed null mesh entries being included in HLOD
6 Months Ago
HLOD meshes will now skip objects with "Core/Foliage" materials
6 Months Ago
6 Months Ago
Added a proper sized child collider for MetalRowboat_static (scaled down to 0.85 like the other rowboat)
6 Months Ago
Fixed incorrect length on gambling room light connectors in bandit town
6 Months Ago
Fixed about 30 shipping containers at harbor_2 that had different variants assigned at various lod levels
6 Months Ago
Fixed incorrect chainlink colours in NMS
6 Months Ago
Fixed incorrect bollard colour on cargo ship (note that this will conflict with the test_cull branch, I recommend taking this version and renaming it to match the new prefab name)
6 Months Ago
6 Months Ago
When the player right clicks a shipping container block while holding a spray can, select the last used spray colour in the pie menu by default instead of the colour of the shipping container block that the player right clicked on
6 Months Ago
Advanced Xmas lights can now be placed up to 200m in length and will not consume the item amount when used
6 Months Ago
Merge from main
6 Months Ago
Made a new tool that looks for instances of MeshLOD's that are set to render shadows while also having a shadow proxy in their children (resulting in double shadow rendering) Fixed 79 prefabs where this occurred Didn't run a S2P so double shadow rendering will still be happening in monuments The MeshLOD converter will no longer allow this situation to happen
6 Months Ago
MeshLOD converter will no longer work if child renderers have different shadow casting modes and will now match the shadow casting mode of its children rather than just defaulting to shadow casting enabled Converted prefabs to MeshLOD: Towel, trousers, tshirt, jerrycan, book piles, plant pots, kettle, milkchurn, moonshine, metalsign, tarpsign, handsaw, horseyoke, rake, secret lab chair, table door poker, advanced loot box and reactive target Fixed incorrect scaling on secret lab chair deploy guide
6 Months Ago
Fixed door.hinged.industrial A and D incorrect materials (also now uses less gameobjects)
6 Months Ago
Renamed graphics.collapseRendererLOD to graphics.collapseRenderer and made it true by default
6 Months Ago
Disable dynamic pricing on the travelling vendor, it already has a price randomisation system
6 Months Ago
Another compile fix Typo fix
6 Months Ago
Merge from dynamic_vendor_pricing
6 Months Ago
Server compile fix
6 Months Ago
Fixed MeshLOD renderers showing a shadow when they are culled by a HLOD master mesh
6 Months Ago
Merge from parent
6 Months Ago
Refactor HLOD system to include MeshLOD components in it's baking process Fixes several LOD inconsistencies when looking at monuments from a distance, will need a lot of testing and a HLOD generation/S2P of all monuments Was a surprisingly large refactor
6 Months Ago
Added Gesture.WoundedFromCrawlingHandcuffed override controller, is used if a player is handcuffed, injured and on their back Already hooked up on player model, just needs new animations to be assigned
6 Months Ago
Change default PriceDecreaseAmount to 5% (was 10)
6 Months Ago
6 Months Ago
Added npcvendingmachine.printAllPriceChanges, outputs a nicely formatted summary of all of the active price changes on the server (won't show items that don't have a discount/surcharge)
6 Months Ago
Revert playground to original state Converted blueprintBaseDef from a field on every vending machine instance into an accessor that just accesses the cached version in ItemManager
6 Months Ago
Added npcvendingmachine.resetDyanmicPricing convar, resets the state of all discounts and surcharges from NPC vending machines (for testing)
6 Months Ago
Fixed map marker info not being properly updated when updating dynamic pricing Formatting change on map vendor
6 Months Ago
Merge from parent
6 Months Ago
Fixed dynamic pricing not being applied
6 Months Ago
View model setup, fixed incorrect cancelling behaviour at end of game for local player
6 Months Ago
3p anim setup and better timings to let anims play out Show toasts confirming winner/loser after anims have played Fixed bots never picking scissors
6 Months Ago
Compile fix
6 Months Ago
Merge from parent, stomp animator changes
6 Months Ago
Merge from main
6 Months Ago
Tooltip can now accept arguments for string substitution, similar to RustText Added a tooltip to the discount/surcharge icons that lists the original purchase price Using the addtime convar now immediately force updates all npc vending machines Added a BypassDynamicPricing option to the NPCVendingMachine component, allows us to opt out specific vending machines Added npcvendingmachine.DynamicPricingEnabled convar, disables the dynamic pricing across the whole server
6 Months Ago
Fixed text formatting
6 Months Ago
Fixes, move the price multiplier UI element into it's own widget so we can just nest it into various vending UI's Add price multiplier to vending UI when clicking on a store on the map
6 Months Ago
Implemented a dynamic NPC vending price system based on sales in a rolling window -Prices are increased when an item is sold a certain amount of times in an in-game day (PriceIncreasePerSalesInterval and PriceIncreaseAmount control this behaviour, so if they were set to 3 and 0.1, for every 3 purchases of an item in a 24 hour window the price will increase 10%). The rolling window is configured via the IntervalHours convar and defaults to 24 -Prices are decreased if an item isn't sold for a certain amount of hours (PriceDecreaseInterval and PriceDecreaseAmount, so if they were set to 3 and 0.1, every three hours the price of the item will drop by 10%) Currently clamped between a 50% discount and a 300% price increase Currently only applies for purchases that are made using scrap as the currency Updated the in-person vending machine UI with a UI indicator displaying the current discount/surcharge, the dozen other places we show vending machine prices still need updating All time and discount values are currently using the examples provided above, they are just for testing and will be changed
6 Months Ago
Merge from debugcamera_dof_save