userJarryd Campicancel

13,698 Commits over 2,466 Days - 0.23cph!

1 Year Ago
Merged some safety checks
1 Year Ago
Added new ladder footstep events when climbing up and down (see ClimbFootstepSound field on TriggerLadder)
1 Year Ago
Don't render vine shadows if lod > 0
1 Year Ago
Merge from particle_light_cull
1 Year 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
1 Year Ago
Adjust vine rotation on spawn Adjust vine positions on trees Adjust branch walk colliders
1 Year Ago
Trees will now drop any attached explosives when they start to fall
1 Year Ago
Fixed Blocked by Clothing message appearing all the time when on board a tugboat while wearing a chicken/horse suit
1 Year Ago
More hypothetical LODComponent.GetDistance checks
1 Year Ago
Fixed not being able to reskin the shelves
1 Year Ago
Merge from jungle_dlc
1 Year Ago
Switch vine material to cutout
1 Year Ago
Merge from main
1 Year 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
1 Year Ago
Fixed overlapping flags causing vines to not know they are away from their home branch
1 Year Ago
Fix NRE when spraying on hardside of a block with wallpaper
1 Year Ago
Fixed descend option not working
1 Year Ago
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1 Year Ago
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1 Year Ago
Improved vine positioning on branches
1 Year Ago
Unsaved
1 Year Ago
Fixed incorrect animator parameter name
1 Year 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
1 Year Ago
Possible LODComponent.GetDistance NRE fix
1 Year 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