userJarryd Campicancel

14,035 Commits over 2,527 Days - 0.23cph!

1 Year Ago
New StaticMissionItemDispenser entity, acts like a static storage container that fills itself with whatever loot is required by the mission when interacted with. Saves us having to scatter a heap of mission points around monuments that will then get cluttered over time, this allows us to have a single item dispenser that can be used by missions Added to fishing village A, updated safe zone unlock mission to fit
1 Year Ago
Fix response buttons being clickable when animating
1 Year Ago
Fixed being able to repeat non-repeatable missions
1 Year Ago
S2P compound Add a spawn point fishing village a, S2P Create a new CompoundSpawning test scene
1 Year Ago
Merge from outpost_spawning
1 Year Ago
Fixed the conversation screen layout jumping around as the responses and text is animated in, making it hard to click on things Panel is now presized and won't resize at all mid conversation stage (will still resize at the start of each stage)
1 Year Ago
Unsaved
1 Year Ago
Document icons Add support for showing non item rewards
1 Year Ago
Switched outpost scientist npc to a generic mission provider Added support for generic dialogue handling when there are no available missions Generic mission process is now alloc free
1 Year Ago
Safe zone spawn unlock mission boilerplate
1 Year Ago
Added ability to adjust weighting of items globally in loot spawns per game mode
1 Year Ago
Fixed vending machine restrictions not being properly applied if era is default
1 Year Ago
Add ability for items to have a restriction per game mode, extending the era restriction field These restrictions are stored on the game mode instead of the item but are displayed on the item via a custom inspector Game mode restrictions are applied prior to the era restrictions Allows us to restrict items per game mode using the same set of tools we used for the primitive mode (eg. disallow crafting but still allow looting) Disabled the ak from being crafted as a test
1 Year Ago
Merge from main
1 Year Ago
ForceDeployableSetParent returns true on BoatBuildingBlock
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Update x marker data for VineSwingingTree02 and 03
1 Year Ago
Merge from vine_data_fix
1 Year Ago
Updated battery search mission to require 3 batteries
1 Year Ago
Compile fixes
1 Year Ago
Merge from main (NPCTalking conflicts)
1 Year Ago
Merge from frontier_external_fixes
1 Year Ago
Added a 50% buffer for the look at check when looking at a gate with a spraycan
1 Year Ago
Merge from main
1 Year Ago
Merge from computerstation_reskin_fix
1 Year Ago
Merge from main
1 Year Ago
Merge from team_invite_changes
1 Year Ago
Fix auto turret auth not working
1 Year Ago
Merge from main
1 Year Ago
Merge from lockedcrate_shock_effect_parent
1 Year Ago
Move LaptopCollision into the root level of the prefab, add a new EntityFlagToggle to toggle it on and off on the server Update the Model component root to point to the actual root of the prefab, not another transform that seems unused (this also fixes info.HitPositionLocal not being accurate, so that's been updated as well) Update the laptop glass effect to glass_small so that the impact effects don't extend over the edge of the laptop screen
1 Year Ago
Merge from photo_filter
1 Year Ago
Fixed deployable category in industrial conveyor not translating properly. Now listed as "Items" to match the crafting menu Fixed photos not appearing in conveyor filters
1 Year Ago
Merge from fish_pose_fix
1 Year Ago
Fixed player model getting stuck in fishing pose if fishing sequence is ended prematurely
1 Year Ago
Merge from frontier_external_fixes
1 Year Ago
Enabled needOnlyOneAreaCheckValid on ladder ground watch, fixes all ladders being destroyed on external walls when a single ladder is picked up
1 Year Ago
Merge from frontier_external_fixes
1 Year Ago
Some improvements to free spray behaviour on external walls
1 Year Ago
Mark the frontier wall/gate as not hidden Fix simple upgrade options missing
1 Year Ago
Merge from autoturret_peacekeeper
1 Year Ago
Reduced initial time before the hostile warning appears (was 2s, now 0.25) Use real time instead of fixed delta time, makes the countdown closer to real time
1 Year Ago
Merge from simple_floating_entity (includes latest main)
1 Year Ago
Merge from parent
1 Year Ago
Created SimpleFloatingEntity Shares simplified floating behaviour with floating junkpiles, can rotate but will only ever move on the Y axis Movement is budgeted and only active if a player is within 16m Derives from BaseEntity so has no damage handling
1 Year Ago
Merge from food_spoil_pool_fix