userJarryd Campicancel

12,334 Commits over 2,223 Days - 0.23cph!

11 Months Ago
Merge from parent
11 Months Ago
Update player animator
11 Months Ago
More merge fixes
11 Months Ago
Client and None compile fixes
11 Months Ago
Merge fixes
11 Months Ago
Merge from main
11 Months Ago
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
11 Months Ago
Merge from main
12 Months Ago
Fix water well NPC refreshing sell orders when server restarts
12 Months Ago
Fix DPV appearing in crafting menu in tutorial
12 Months Ago
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12 Months Ago
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12 Months Ago
Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
12 Months Ago
More merge fixes, including updating the animator. RPS now fully functional
12 Months Ago
Reapply gesture code changes and fixed up gesture picker in the menu
12 Months Ago
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
12 Months Ago
Fixed positioning on fan mesh on worldmodel Fixed worldmodel missing outline and adjusted collider size
12 Months Ago
Merge from main
12 Months Ago
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
12 Months Ago
Set frontier hatchet to unlock via frontier hazmat
12 Months Ago
Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
12 Months Ago
Set up redirect skin for blunderbuss, unlocks via frontier hazmat
12 Months Ago
Fixed LODGroup conflict on blunderbuss world model
12 Months Ago
Merge from Blunderbuster
12 Months Ago
Added "Tools/Find/Culling Volume one way connections" Fixed missing connections in cave_large_sewers_hard, cave_medium_hard, cave_small_medium, cave_large_sewers_hard
12 Months Ago
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
12 Months Ago
Update conflicting prefab id on br_sphere prefab Manifest
12 Months Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
12 Months Ago
Switch to a blend tree
12 Months Ago
Added support for multiple IViewmodelComponents on a single viewmodel Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
12 Months Ago
Added new SwapAmmoParticle class, same functionality as SwapAmmo on viewmodels but swaps a material on a particle effect Applied to 3rd person reload effect on HCR, shells dropped will now have the correct material
12 Months Ago
Merge from world_update_2
12 Months Ago
Further checks on waterball splash logic to prevent a splashing through foundation edge case
12 Months Ago
More culling volume fixes in cave_medium_hard
12 Months Ago
Manifest rebuild
12 Months Ago
Add harvestable layer to F1 layer tools
12 Months Ago
Batch mussel meshes
12 Months Ago
Fixed most rocks in divesite_d double rendering
12 Months Ago
Batch barnacles
12 Months Ago
Another possible fix for no collisions on the divesite plane
12 Months Ago
Enable divesite_plane_COL r/w
12 Months Ago
Blunderbuss + frontier hatchet backpack offsets
12 Months Ago
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void cave_large_hard, cave_small_medium
12 Months Ago
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
12 Months Ago
Some prefab cleanup on divesite_d, still needs more work Fixed starfish_01 not culling Prefab replacer now selects the newly spawned prefabs
12 Months Ago
Added Tools/Find/Conflict ID Lookup tool Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0 Rebuild manifest
12 Months Ago
S2P stables_b to fix missing HLOD on monument scene version
12 Months Ago
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
12 Months Ago
Fixed floating bottle in water_well_d
12 Months Ago
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void