userJarryd Campicancel

12,618 Commits over 2,284 Days - 0.23cph!

9 Months Ago
First pass new model setup
9 Months Ago
Protobuf
9 Months Ago
Merge from parent
9 Months Ago
Unsaved assets
9 Months Ago
Added a slight delay before items start moving
9 Months Ago
Placeholder effects
9 Months Ago
Movement fixes
9 Months Ago
Fixed shield not visually appearing correctly if the player cancels a fractional reload while holding a shield (only affected mini crossbow)
9 Months Ago
Some basic handling for full containers, this will need more work
9 Months Ago
Hopper now harvests everything from corpses WIll take all items from a ResourceDispenser (animals and players) Will take all items from any inventories (players)
9 Months Ago
Abstract hopper behaviour into new IHopperTarget interface Implement in BaseCorpse
9 Months Ago
Misc prefab setup, guide meshes, icon
9 Months Ago
Merge from main
9 Months Ago
Added server.clear_bushes_radius, works the same as clear_trees_radius but for bush entities
9 Months Ago
Added debug.dofExposerForceDisable
9 Months Ago
Fix demo button appearing if player has no demo folder
9 Months Ago
Remove PromptsPrefab
9 Months Ago
Build fix
9 Months Ago
Mark the fields as non-serialized instead, should break less stuff
9 Months Ago
Compile fix
9 Months Ago
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway Should resolve the serialization error on server boot
9 Months Ago
Fix shields not being usable again if they are fully broken and then repaired
9 Months Ago
9 Months Ago
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9 Months Ago
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9 Months Ago
Fixed incorrect label on shield info panel (dmg protection)
9 Months Ago
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9 Months Ago
Fixed a shield not resetting it's block timer on the server if the player switches from one weapon to another without the shield being holstered Resulted in the server and client block timers not syncing up
9 Months Ago
Cherry pick 112675 - fix medieval barricade unlocking
9 Months Ago
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9 Months Ago
Fixed incorrect medieval barricade prefab in store
9 Months Ago
Add video url to medieval pack store header
9 Months Ago
Triangle grill attract point
9 Months Ago
Add a 4th plant slot
9 Months Ago
Merge from main
9 Months Ago
Set up steam item
9 Months Ago
Merge from main
9 Months Ago
Reimplement the ability to adjust spine look offset per weapon (See HoldInfo > Use Custom Spine Offset on weapon prefabs) Applied matching spine look to semi auto rifle
9 Months Ago
Merge from main (discard branch changes on hoodie.prefab)
9 Months Ago
FIxed death screen displays for deployed siege ammo
9 Months Ago
Fix exception when opening the demos UI and the demos folder is missing
9 Months Ago
Prevent ballistas from making headshots (exposed as an option on the BallistaGun in case we change down the line)
9 Months Ago
Add terrain layer to GroundWatch Switch explosives to Deployed layer Update chain reaction layer mask
9 Months Ago
Implement IIgniteable and ISplashable so the explosives can be lit and defused
9 Months Ago
More reliable chain reactions
9 Months Ago
Fixed explosives not doing damage
9 Months Ago
Set up flammable version, better iexplosion effects
9 Months Ago
First pass on deployable siege weapon ammo
9 Months Ago
Better handling of locked item that requires another blueprint, show the item in the crafting menu if the steam item is owned but locked
9 Months Ago
Setup steam item for medieval barricade Added new option to gate a steam item via another item Moved UnlockedViaSteamItem up a level to SteamInventoryItem to support standalone items being unlocked via packs