userJarryd Campicancel

13,698 Commits over 2,466 Days - 0.23cph!

11 Days Ago
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
12 Days Ago
Merge from new_achievements_apr26
12 Days Ago
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
12 Days Ago
Merge from command_alloc
12 Days Ago
Renames Add a skinnable for half shelves and single shelves
12 Days Ago
Created new hidden/uncraftable base storage horizontal and vertical storage barrels Added skins for original storage barrels, abyss, warhammer and jungle versions Can now use the spray can or repair bench to reskin between these versions Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin No changes to crafting menu, these barrels still appear as separate items there
12 Days Ago
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
12 Days Ago
Fix NRE when renaming a demo shot to a name that already exists
12 Days Ago
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
12 Days Ago
Remove log when loading player inventories for the first time
12 Days Ago
Merge from main
12 Days Ago
Merge from main
13 Days Ago
Route VM inventory to admin panel Remove intial vending orders Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
13 Days Ago
Disable VM broadcast option Route vm admin to a control panel
13 Days Ago
Can now paint the sign while interacting with the rentable shop
13 Days Ago
Merge from main
13 Days Ago
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
13 Days Ago
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
14 Days Ago
Merge from main
14 Days Ago
Merge from ugc_screen_blur_fix
14 Days Ago
Fix missing terrain and foliage in report screenshots
14 Days Ago
Merge from vine_descend_fix
14 Days Ago
Fixed automatically generated report offensive content screenshot appearing blurry
14 Days Ago
Fixed kapok branch colliders on wrong branch, preventing vine descending
14 Days Ago
Ladder hatch open/close sounds now use small sounds template (was medium)
14 Days Ago
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
14 Days Ago
Burst compile GeneratePipeMesh Add 26 tests for the new pipe merging feature Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors batching.refresh_pipe_groups will now force a reset of all pipes to the current system
14 Days Ago
Fix pipe merging conflicting materials
14 Days Ago
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
14 Days Ago
Merge from main, no conflicts
19 Days Ago
Pooling support
19 Days Ago
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
19 Days Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
19 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
19 Days Ago
First pass on admin vending machine support
19 Days Ago
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs
20 Days Ago
Rentable shop first pass setup, just setting up verison A for now Can open and close the shop via E for now Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed) Spawns a shopkeeper and invisible VM when opened
20 Days Ago
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
20 Days Ago
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20 Days Ago
Beancan override fixes
20 Days Ago
Fixed scientists using multiple masks at once, now matches main
20 Days Ago
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
20 Days Ago
Merge from main
21 Days Ago
Fixed grenade anim override not using throw animations
21 Days Ago
Fixed holster info bone name not working if supplied bone was spine4
21 Days Ago
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead) Exposed as an accessor for now, not in the inspector Fixed submarine passenger seat spinning Fixed snowmobile passenger seats, had to mark sit pose animations as loops Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
21 Days Ago
Don't show parachute canopy on legs renderers
21 Days Ago
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22 Days Ago
Scientist2 and ragdoll now use PlayerModel.fbx as their base for better future compatibility
22 Days Ago
Merge from main