userJarryd Campicancel

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

12 Months Ago
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
12 Months Ago
Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
12 Months Ago
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
12 Months Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)
12 Months Ago
Merge from parent
12 Months Ago
Merge from main
12 Months Ago
Tag hill cliffs as AllowBarricadePlacement
12 Months Ago
Unsaved
12 Months Ago
Allow debug.ent_find_radius to work in live gameplay (was just demos)
12 Months Ago
Fixed NRE when looking at water if radiation water map doesn't exist
12 Months Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
12 Months Ago
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
12 Months Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
12 Months Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
12 Months Ago
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
12 Months Ago
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on Allows us to toggle an object on and off multiple times in a single state
12 Months Ago
Possible NRE fix in PushLiquidThroughOutputs
12 Months Ago
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
12 Months Ago
Possible fix to CH47 killing it's mounted scientists twice, leading to some exceptions Also switched a string based invoke to a direct method call
12 Months Ago
Reapply PlayerLoot change
12 Months Ago
Merge from main (doing this on a branch as there were some tricky conflicts, will likely need manual fixes)
12 Months Ago
Swap out spawner
12 Months Ago
More divesite E fixes
12 Months Ago
Rebuild divesite E after the directory changes in 104327 broke most of the models Added junkpile mounds to bridge the gap between the geometry and terrain
12 Months Ago
Convert junkpile_base to meshlod Add some junkpile_base meshes to divesite D and F to hide the gaps between the rock meshes and the terrain
12 Months Ago
Switch divesite D and F to JunkpileWaterSpawners for their crates, fixes crates getting orphaned when a dive site is retired or go through a save/load
12 Months Ago
MeshLod divesite d and f
12 Months Ago
Split the buoy section of divesites into a new child entity that bobs up and down on the server and uses SyncPosition Solves mismatching colliders on the client causing flyhack and raycast issues Only animates on the server if a player is within 128m Added a slight rotation over time
12 Months Ago
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12 Months Ago
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12 Months Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
12 Months Ago
Merge from elevator_parenting_collision_improvements
12 Months Ago
Merge from main
12 Months Ago
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else) Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
12 Months Ago
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
12 Months Ago
Increase bounds padding on elevator lift Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
12 Months Ago
Halve the HLOD distance of both harbors
12 Months Ago
Added mission points to divesite D, E, F so diving missions work
12 Months Ago
Set static planter wetness client side to full, might solve some flickering issues
12 Months Ago
Fixed extra material pass on small planter, both player placed and static versions
1 Year Ago
Merge from fog_motion_fix
1 Year Ago
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby Reduced the frequency from twice a second to once every 1s-1.5s
1 Year Ago
Reverted accidental Procedural Map scene change
1 Year Ago
Fixed incorrect building grade lookup in creative mode (need to check skin id as well)
1 Year Ago
Hooked up water well NPC avatar
1 Year Ago
Merge from elevator_ShouldNetworkTo_fix
1 Year Ago
Merge from team_ids_run_from_server
1 Year Ago
Revert fix in 104383, instead don't check the parents ShouldNetworkTo if the entity returns false from ShouldInheritNetworkGroup
1 Year Ago
Merge from main
1 Year Ago
Post merge compile fixes, manifest