userJarryd Campicancel

14,639 Commits over 2,619 Days - 0.23cph!

16 Days Ago
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16 Days Ago
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16 Days Ago
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16 Days Ago
Merge from npc_vending_optim
16 Days Ago
Remove gibbable component from all NPCVendingMachines, also optimised some renderers into MeshLOD
16 Days Ago
Merge from rendererlod_collapse_improvements
16 Days Ago
Revert ziggurat pipe LOD change, S2P
16 Days Ago
Merge from main
16 Days Ago
Merge from vm_hand_spawn
16 Days Ago
Merge from PlayerRigUpdate2
17 Days Ago
Fixed WireTool not overriding 3p_stance-idle_relax_running
17 Days Ago
Merge from main
17 Days Ago
Merge from AugustQuickfire_Buffs1
17 Days Ago
Merge from AugustQuickfire_2Pie2Furious
17 Days Ago
Merge from car_wheel_fix
17 Days Ago
Merge from white_firework_boomer
17 Days Ago
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17 Days Ago
Merge from new_navmesh_fixes (discarded testlist changes, will regenerate once merges are done)
17 Days Ago
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17 Days Ago
Merge from reduce_nade_stack_size
17 Days Ago
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17 Days Ago
Merge from homing_launcher_tweaks
17 Days Ago
Merge from semi_pistol_tweaks
17 Days Ago
Merge from launchsite_walkway
17 Days Ago
Merge from new_achievements_sep26 (clan achievements)
17 Days Ago
Score achievement is now awarded when earning any score, not at a threshold
17 Days Ago
Merge from main
17 Days Ago
Merge from tc_auth_group_tests
17 Days Ago
Added info about the current group tax applied when hovering over the upkeep cost in the TC loot panel
17 Days Ago
Merge from main
17 Days Ago
Merge from marketplace_power
17 Days Ago
Hooked up a power icon on the marketplace terminal when the marketplace isn't powered
17 Days Ago
Some market terminal UI to explain the system
17 Days Ago
Hooked up sale info in-game UI
17 Days Ago
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
17 Days Ago
Rework power mechanic Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full If the power plant has at least one fuse active the charge will not decrease Power is no longer deducted per transaction
17 Days Ago
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
17 Days Ago
Merge from main
17 Days Ago
Merge from monument_blockers_fixes
17 Days Ago
Show health bar when hitting monument blockers Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere
18 Days Ago
Group upkeep modifier now takes into account any unique players authed on a code lock If a player is not authed on a TC but is authed on a code lock controlled by that TC then they will contribute to upkeep costs Runs through the same 24h window as TC auth Can be disabled via decay.upkeep_group_count_locks Added tests to verify behaviour
18 Days Ago
Merge from main
18 Days Ago
Merge from modular_car_handling_improvements
18 Days Ago
Minor tweaks Prevent players using toggle duck getting stuck with handbrake on Apply the raw tyre force regardless of whether the handbrake is on Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)
18 Days Ago
Merge from main
18 Days Ago
Market terminal now needs charge from the powerplant to function Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant Each transaction costs 10 charge Marketplace terminal UI shows current charge
18 Days Ago
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
18 Days Ago
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
18 Days Ago
Added functionality for a TC to modify upkeep rate based on how many players are authed Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group Setup with some very placeholder values for now for testing Tier 0 - first 4 players add 0% to upkeep Tier 1 - next 6 players add 2% upkeep each Tier 2 - any further players add 4% upkeep each This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep Very, very WIP, for internal evaluation for now
18 Days Ago
Merge from new_navmesh_fixes