userJarryd Campicancel

12,658 Commits over 2,315 Days - 0.23cph!

9 Days Ago
Properly fixed pooling on sorting settings
9 Days Ago
Merge from parent
9 Days Ago
Merge from main
9 Days Ago
Cleanup
9 Days Ago
Reset the rads value
9 Days Ago
Save radiationReset value on PuzzleReset Compile fixes
9 Days Ago
Add debug.puzzleResetInfo, prints out the timings of the puzzle that the player is currently inside
9 Days Ago
Expose radiation amount to convar (Server.monumentPuzzleResetRadiationAmount)
9 Days Ago
Added a gizmo to show reset radius, also added support for showing ai zone bounds on gizmo (also applies the radius multiplier convar)
9 Days Ago
Puzzles that use radiation resets will now enforce a minimum time that the monument needs to be completely empty of other players once the radiation is fully active (server.monumentPuzzleResetRadiationPlayerEmptyTime) Exposed how long before the end of the existing reset time the radiation process starts (server.monumentPuzzleResetRadiationPreResetTime) Added debug.puzzleResetTimeMultiplier to allow us to fast forward reset times for testing
9 Days Ago
Support for ai zone box bounds Add server.monumentPuzzleResetRadiationRadiusMultiplier defaults to 1.5 Controls how much further than the puzzle reset radius the radiation will extend
9 Days Ago
Merge from main (resolved WTP conflict)
9 Days Ago
Merge from wtp_rock_sewer_fix
9 Days Ago
Update water treatment to work in the monument scene (save constant S2P) Added debug.applyPuzzleResetTime, simulates a given number of seconds passing on all puzzle reset components in the world Added an inspector readout to PuzzleReset to show the current timings in the editor Added radiationReset option to PuzzleReset, will slowly fill a monument with radiation when the reset timer is nearing it's reset (controlled by radiationStartTimeNormalised)
10 Days Ago
Merge from main Planner.prefab caused a conflict, used the versin from main Construction_plans.mat had been changed on main and deleted on this branch, preserved the change
10 Days Ago
Some WIP improvements for climbing on water junkpiles
10 Days Ago
Roll water jump out height back to 13, we don't want players leaping out of the water like majestic dolphins
10 Days Ago
Merge from main
10 Days Ago
Merge from hackweek_boxsorting
10 Days Ago
Run sorting in a budgeted queue
11 Days Ago
Remove manual button, all sorting is now automatic while powered and enabled Removed associated UI and RPC
11 Days Ago
Merge from food_qol
11 Days Ago
Fix dropped item NRE
12 Days Ago
Fix pooling issue on sort config panel
12 Days Ago
Merge from hackweek_boxsorting
12 Days Ago
Added a new option to CullingVolume - AllowOnEntities Since floating cities are being parented to an entity they were ignoring all of the attached renderers as they are all techincally parented to an entity (it's just above the culling voluome in the hierarchy) This is off by default as if it was used on an actual entity it could have some unintended side effects Enabled on all of the floating city volumes, S2P all cities
12 Days Ago
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12 Days Ago
Fixed Deployable boom box readonly ListHashSet not getting included in ResetStaticFields
12 Days Ago
Merge from parent
12 Days Ago
Merge from hackweek_boxsorting
12 Days Ago
Added server.allowSorting convar as a safeguard (defaults to true)
12 Days Ago
Merge from hackweek_boxsorting
12 Days Ago
Fixed storage adaptor input slot not showing handles
12 Days Ago
Only allow sorting while powered Remove automatic mode Apply translations
12 Days Ago
Merge from main
13 Days Ago
Merge from water_jump_height_change
13 Days Ago
Increase jump up height when exiting water onto a ledge (13 -> 18)
13 Days Ago
Merge from rpg_skin
13 Days Ago
Fix ammo vis not initialising properly in some cases
13 Days Ago
Merge from main
13 Days Ago
Merge from food_qol
13 Days Ago
Allow food to be stacked regardless of spoil time in the cooking workbench, will use the lowest spoil time so use with caution (food safety is no joke)
13 Days Ago
Food will now no longer spoil if it is in the arctic biome
13 Days Ago
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
13 Days Ago
Merge from fog_fixes
13 Days Ago
Fixed some awkward interactions with the underground layer controller and deep sea toggle
13 Days Ago
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
13 Days Ago
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
14 Days Ago
Merge from parent
14 Days Ago
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