userJarryd Campicancel

13,397 Commits over 2,435 Days - 0.23cph!

11 Months Ago
Added new ladder footstep events when climbing up and down (see ClimbFootstepSound field on TriggerLadder)
11 Months Ago
Don't render vine shadows if lod > 0
11 Months Ago
Merge from particle_light_cull
11 Months Ago
Convert industrial conveyor light setup to just play/stop particle systems rather than toggle gameobjects on/off Added new ParticleSystemLightCull script, disables the Light component of a particle system at a given distance. Helpful for situations like these were the light isn't visible at a distance but we still want the emissive particle to appear
11 Months Ago
Adjust vine rotation on spawn Adjust vine positions on trees Adjust branch walk colliders
11 Months Ago
Trees will now drop any attached explosives when they start to fall
11 Months Ago
Fixed Blocked by Clothing message appearing all the time when on board a tugboat while wearing a chicken/horse suit
11 Months Ago
More hypothetical LODComponent.GetDistance checks
11 Months Ago
Fixed not being able to reskin the shelves
11 Months Ago
Merge from jungle_dlc
11 Months Ago
Switch vine material to cutout
11 Months Ago
Merge from main
11 Months Ago
Adjusted vine swing height to vary based on distance travelled, legacy height is now how low you go when swinging at max distance, will now go down half as much when travelling the minimum distance
11 Months Ago
Fixed overlapping flags causing vines to not know they are away from their home branch
11 Months Ago
Fix NRE when spraying on hardside of a block with wallpaper
11 Months Ago
Fixed descend option not working
11 Months Ago
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11 Months Ago
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11 Months Ago
Improved vine positioning on branches
11 Months Ago
Unsaved
11 Months Ago
Fixed incorrect animator parameter name
11 Months Ago
Vine branches now use tree LOD settings rather than mesh LOD settings (so they should cull when a tree gets billboarded) Better landing position when arriving at the vine destination
11 Months Ago
Possible LODComponent.GetDistance NRE fix
11 Months Ago
Merge from main
11 Months Ago
Adjust vine tree grid distance 35 -> 30 Dithering 12 -> 12 Aiming for more long chains of vines Flattened out arrival angle of mountable
11 Months Ago
More blowpipe vm tweaks
11 Months Ago
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
11 Months Ago
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
11 Months Ago
Reduced vine travel speed by 25%
11 Months Ago
Improved rotation snapping when starting a vine wing
11 Months Ago
Increased the spacing of the vine launch points, should help vines overlap less
11 Months Ago
Switch sprays to Decal/Deferred Decal
11 Months Ago
Fixed descend option not working when more than one vine is overlapping
11 Months Ago
Update emoji with transparency
11 Months Ago
Add test ladder/rope ladder to vine playground
11 Months Ago
Initial new emoji setup
11 Months Ago
Possible VineMountable.OnFlagsChanged NRE fix
11 Months Ago
Changed branch physics surface to wood
11 Months Ago
Restore changes to BaseProjectile lost in merge
11 Months Ago
Added a tip for how to climb trees
11 Months Ago
Experimental vine chaining Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards Can be disabled with VineMountable.allowChaining convar (defaults to true)
11 Months Ago
Another fix for serialisation layout
11 Months Ago
Compile fix
11 Months Ago
11 Months Ago
Added kapok_b variant Manifest
11 Months Ago
Expose DismountViewmodelHoldTime on VineMountable
11 Months Ago
Flatten look angle when deciding what branch to swing to
11 Months Ago
Merge from TransferAllItemsToContainer_nre_fix
11 Months Ago
Speculative TransferAllItemsToContainer nre fix
11 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