userJarryd Campicancel

12,549 Commits over 2,557 Days - 0.20cph!

12 Days Ago
Merge from io_flooding_fix
12 Days Ago
Marked the prevent_building volume as IgnoreWireCheck to allow IO wiring while standing near the deployable. Affected deployables: Twitch Rivals Desk Simple Chair Sofa (+pattern version) Rocking Chair (all skins) Beach Chair Piano Xylobone Drumkit Microphone Stand Hitch & Trough
12 Days Ago
Merge from main
12 Days Ago
Merge from car_door_destroy_fixes
12 Days Ago
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12 Days Ago
Merge from kitchen_collider_fixes
12 Days Ago
Fixed kitchen_cabinet_100 and kitchen_cooker incorrectly positioned collider Affects underwater labs and desert bases, also arctic research base (ran S2P, no scene changes)
16 Days Ago
Fix player model issues
16 Days Ago
Merge from parent (stomp player_model)
16 Days Ago
Fix drumkit.deployed and waterbucket.worldmodel changes
16 Days Ago
Compile fixes, regenerate PlayerAnimation controller
16 Days Ago
Merge from main (stomped PlayerAnimator and BaseMountable)
16 Days Ago
Merge from compiler_field_fixes (should resolve prefabs reimporting when changing between Client and Server)
16 Days Ago
Merge from main
16 Days Ago
Merge from gesture_cancel_fix
16 Days Ago
Force the endGestureLoop trigger to false when starting a trigger, fixes it sometimes getting left on if the player cancels a looping gesture while the gesture is beginning
16 Days Ago
Merge from main
16 Days Ago
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17 Days Ago
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17 Days Ago
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17 Days Ago
Change convar name of surrender gesture
17 Days Ago
Add a gizmo to ZiplineTargets
17 Days Ago
Added ziplinelaunchpoint.highlight convar, draws an arrow with DDraw for every zipline on the server
17 Days Ago
Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
17 Days Ago
Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
17 Days Ago
Remove unused field
17 Days Ago
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
17 Days Ago
Merge from vm_rotate_around_modifier (includes changes from main)
17 Days Ago
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera Reducing this value will make the weapon rotate differently, preventing clipping Also improved some math in here for an extremely marginal performance gain
18 Days Ago
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
18 Days Ago
Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
18 Days Ago
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
18 Days Ago
Fixed incorrect material on Lod2 of part of the powerline platform ramps Convert some parts of the powerline platform into MeshLOD Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor) Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km
18 Days Ago
Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
18 Days Ago
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
18 Days Ago
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume While standing in a prevent building volume the IO sockets of entities will no longer appear Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
18 Days Ago
Merge from gesture_cancel_fix
18 Days Ago
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
19 Days Ago
Fix travelling vendor incorrect field defines
19 Days Ago
Merge from main
19 Days Ago
Reload animation shows the correct shell being loaded via events rather than in an update (see UpdateAmmo event on reload and deploy)
19 Days Ago
Fixed missing buildings in radtown HLOD
19 Days Ago
Renamed friendly gesture to Surrender Added an optional description field to all gestures Added a warning to the Surrender gesture that it will allow other players to access your inventory (Will require a phrase rebuild for localization)
19 Days Ago
Adjust boogie board downhill force multiplier so it isn't active while on flat ocean
19 Days Ago
Fix npc vending machine sales data getting reset on server restart
22 Days Ago
Make the electric heater growable heat source apply heat based on an animation curve rather than a linear falloff Curve is weighted to only start dropping heat once the growable or planter is more than 70% of the radius away
22 Days Ago
If a vending price multiplier is 0 for any reason, treat it as full price and don't show any multiplier changes
22 Days Ago
Fixed AnimatedBuildingBlock never setting isAnimating to false when first initialising, fixes attached IO lines never sleeping
22 Days Ago
Better fix to retain IO line improvements - pass init into OnAnimationStarted
22 Days Ago
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