userJarryd Campicancel

13,634 Commits over 2,466 Days - 0.23cph!

12 Months Ago
Fixed overlapping flags causing vines to not know they are away from their home branch
12 Months Ago
Fix NRE when spraying on hardside of a block with wallpaper
12 Months Ago
Fixed descend option not working
12 Months Ago
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12 Months Ago
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12 Months Ago
Improved vine positioning on branches
12 Months Ago
Unsaved
12 Months Ago
Fixed incorrect animator parameter name
12 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
12 Months Ago
Possible LODComponent.GetDistance NRE fix
12 Months Ago
Merge from main
1 Year Ago
Adjust vine tree grid distance 35 -> 30 Dithering 12 -> 12 Aiming for more long chains of vines Flattened out arrival angle of mountable
1 Year Ago
More blowpipe vm tweaks
1 Year Ago
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
1 Year Ago
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
1 Year Ago
Reduced vine travel speed by 25%
1 Year Ago
Improved rotation snapping when starting a vine wing
1 Year Ago
Increased the spacing of the vine launch points, should help vines overlap less
1 Year Ago
Switch sprays to Decal/Deferred Decal
1 Year Ago
Fixed descend option not working when more than one vine is overlapping
1 Year Ago
Update emoji with transparency
1 Year Ago
Add test ladder/rope ladder to vine playground
1 Year Ago
Initial new emoji setup
1 Year Ago
Possible VineMountable.OnFlagsChanged NRE fix
1 Year Ago
Changed branch physics surface to wood
1 Year Ago
Restore changes to BaseProjectile lost in merge
1 Year Ago
Added a tip for how to climb trees
1 Year 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)
1 Year Ago
Another fix for serialisation layout
1 Year Ago
Compile fix
1 Year Ago
1 Year Ago
Added kapok_b variant Manifest
1 Year Ago
Expose DismountViewmodelHoldTime on VineMountable
1 Year Ago
Flatten look angle when deciding what branch to swing to
1 Year Ago
Merge from TransferAllItemsToContainer_nre_fix
1 Year Ago
Speculative TransferAllItemsToContainer nre fix
1 Year 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
1 Year 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
1 Year Ago
Merge from uv2_paint_fix
1 Year Ago
Fixed warning spam when painting on a mesh without a uv2 channel
1 Year Ago
Merge from GetCurrentUndergroundLayer_nre_fix
1 Year Ago
Speculative MapView.GetCurrentUndergroundLayer NRE fix
1 Year Ago
Remove Facepunch.Editor reference
1 Year Ago
Fixed outbreak sprayer item id
1 Year Ago
Remove dismount handling on VineMountable
1 Year Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
1 Year Ago
More work on handling player movement properly when a vine tree is destroyed
1 Year Ago
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1 Year Ago
Another distance interaction fix
1 Year Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc