userJarryd Campicancel

13,304 Commits over 2,407 Days - 0.23cph!

10 Months Ago
10 Months Ago
Added kapok_b variant Manifest
10 Months Ago
Expose DismountViewmodelHoldTime on VineMountable
10 Months Ago
Flatten look angle when deciding what branch to swing to
10 Months Ago
Merge from TransferAllItemsToContainer_nre_fix
10 Months Ago
Speculative TransferAllItemsToContainer nre fix
10 Months Ago
Revert last change, add a new disableLerps option to Ironsights component that will override any animation when calculating the viewmodel rotation while in ADS
10 Months Ago
Adjust blowpipe ironsights intro speed to 1.5 (was 2) and adjusted intro curve to kick in later, seems to fix it sometimes overshooting at the cost of a slightly slower ADS
10 Months Ago
Merge from uv2_paint_fix
10 Months Ago
Fixed warning spam when painting on a mesh without a uv2 channel
10 Months Ago
Merge from GetCurrentUndergroundLayer_nre_fix
10 Months Ago
Speculative MapView.GetCurrentUndergroundLayer NRE fix
10 Months Ago
Remove Facepunch.Editor reference
10 Months Ago
Fixed outbreak sprayer item id
10 Months Ago
Remove dismount handling on VineMountable
10 Months Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
10 Months Ago
More work on handling player movement properly when a vine tree is destroyed
10 Months Ago
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11 Months Ago
Another distance interaction fix
11 Months Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
11 Months Ago
Include vehicle detailed layer in vine dismount check
11 Months Ago
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11 Months Ago
Apply Impostor safety checks
11 Months Ago
Possible fix for floating players after vine tree is destroyed
11 Months Ago
Merge from main
11 Months Ago
Update X marker data for vine tree, much more accurate now thanks to new colliders
11 Months Ago
Added a small player movement bump to the bottom of the vine tree, prevents some noclip violations Adjusted the collider of the stump to prevent players being stuck in them
11 Months Ago
Stop descending before hitting a vehicle
11 Months Ago
Add distance checks to vine interactions
11 Months Ago
If a players current gesture doesn't match the allowed gesture conditions of a mountable, cancel the gesture when mounting
11 Months Ago
Fixed climb interact option appearing when mounted to a vine
11 Months Ago
Vine swinging icons
11 Months Ago
Possible fix for AnimationFlagHandler NRE
11 Months Ago
Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
11 Months Ago
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
11 Months Ago
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed Double vine swinging tree health
11 Months Ago
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
11 Months Ago
Lowered the top prevent building radius on vine swinging trees, can still place high external gates but can now only do about 3 floors underneath them
11 Months Ago
If a vine is disrupted by a collision and it is within 2m of it's origin point, revert the player to the starting position as it's likely they will not be able to safely dismount
11 Months Ago
Fixed texture distortion at end of vine line renderer (set numCapVertices to 0)
11 Months Ago
Removed old rigged bone vine tests Fixed vine tree stump respawning with players in range
11 Months Ago
Fixed missing sfx on vine tree
11 Months Ago
Safety check in UpdateProgress
11 Months Ago
Some better initial rotation handling
11 Months Ago
Added new descend option when a vine is on it's home tree, drops the player to the ground safely
11 Months Ago
Merge from main
11 Months Ago
Compile fixes
11 Months Ago
Codegen
11 Months Ago
Merge from main
11 Months Ago
Hide branches when a tree is chopped down