userJarryd Campicancel

13,796 Commits over 2,496 Days - 0.23cph!

12 Months Ago
Revert some changes from this branch to restore conveyor functionality Better early outs when moving items that can stack, also fixed some issues with the early outs for non stackable items
12 Months Ago
Merge from main
12 Months Ago
Merge from phone_qol
12 Months Ago
Phones can now ring for 24 seconds before they auto hang up (was 12) Player phones are now listed in the directory before monument/static phones
12 Months Ago
Made both new silencers more common so they will show up in some loot
12 Months Ago
New craftable soda can silencer, same function as normal silencer but dramatically lower durability (about 12 regular ak shots) New craftable oil filter silencer, same function as normal silencer but somewhat lower durability (about 48 regular ak shots) Regular silencer is now uncraftable Numbers are WIP
12 Months Ago
Added a new animator state behaviour that lets us adjust the global speed of an animator via a curve on a given state (CurveStateSpeed) Applied to LR deploy to speed up the deploy, deployt time goes from 2s -> 1.5s
12 Months Ago
Hook up new shadow proxies
12 Months Ago
Show the building blocked preview on the vine tree
12 Months Ago
Merge from main
1 Year Ago
Merge from treasure_mission_improvements
1 Year Ago
Added a 6h time limit to the ranch treasure hunt mission so players can't accept the mission, leave a server and the container stays there blocking a spot forever Added spots for the treasure to spawn at supermarket and gas station Added more spots for the treasure to spawn at water wells and lighthouse Reduced the minimum distance between blocked mission points (5m > 3m) to allow more density
1 Year Ago
Merge from container_parenting_fix
1 Year Ago
Revert RidableHorse prefab change
1 Year Ago
Compile fix, S2P again
1 Year Ago
Merge from save248/arm_support Rework the prefab changes S2P harbors
1 Year Ago
Possibly fixed players not parenting to a shipping container properly if the container was stacked on top of another container
1 Year Ago
Break vine tree prefab link so we can clear out some old greybox assets Set up vine tree 2 and 3 variants, added logic to stump to respawn the right tree type
1 Year Ago
Print out "Blocked by tree" when building too close to a vine tree Reduced the size of the prevent building volume on the vine tree, swap the main trunk one from a box to a capsule and shrink the upper box slightly
1 Year Ago
Merge from main
1 Year Ago
Fixed error if no valid camera
1 Year Ago
Added a new GetClosestPointOnBounds option to TreeLOD, prevents trees from switching to lower LODS as the player climbs it due to being so far away from the tree origin Will still ensure these trees switch to low LODS if players are high above them
1 Year Ago
Merge from inputfield_rtl_fix
1 Year Ago
Fix crafting UI NRE when changing category
1 Year Ago
Enable the stump collider immediately when a vine tree starts to fall, prevent things getting stuck at the base
1 Year Ago
Added a fallback check to ensure vines won't spawn if there is an existing home vine on the branch
1 Year Ago
Increase minimum horizontal distance between vine points (7 -> 9)
1 Year Ago
Some potential SetAimDirection NRE changes
1 Year Ago
Remove some busted tea prefab files introduced in 120974
1 Year Ago
Adjust the armour slot weighting system to more closely line up with the intended random values Old slots/chance: 0/70%, 1/10%, 2/10%, 3/10% New slots/chance: 0/50%, 1/25%, 2/15%, 3/10% Adjusted all crafting teas, standard tea still guarantees 1 slot, advanced guarantees 2 slots and pure increases chance of 3 slots Added editor only ItemModContainerArmorSlot.TestSlots that outputs results of half a million rolls, can accept a tea bonus value to test out results with different tea levels
1 Year Ago
Merge from industrial_perf_improvements
1 Year Ago
Some server industrial conveyor performance improvements -Cache at the start of a run if an output has empty slots, that way if an item isn't stackable we can immediately rule out the entire container instead of iterating over the whole thing -Compare slots by item id rather than object comparer -maxItemStacksMovedPerTickIndustrial convar is now enforced across an entire conveyor move operation rather than per input (this will slow industrial systems down, we may want to evaluate raising the default convar from 12) These changes take a problematic conveyor configuration from 670ms to 12ms processing time
1 Year Ago
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1 Year Ago
Merge from fuel_latency_fix
1 Year Ago
Merge from modelviewer_build_fix
1 Year Ago
Merge from LiquidWeapon_nre_fix
1 Year Ago
Merge from shark_blood_fix
1 Year Ago
Merge from skeleton_missing_warnings
1 Year Ago
Merge from autoturret_aimoffset_nre
1 Year Ago
Merge from skull_rock_resource_fix
1 Year Ago
Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
1 Year Ago
Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
1 Year Ago
Possible NRE fixes for vine mountable (no known repro)
1 Year Ago
Found a duplicate camera
1 Year Ago
Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
1 Year Ago
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately