userJarryd Campicancel

13,600 Commits over 2,710 Days - 0.21cph!

11 Months Ago
Fixed a pooling issue in BasePlayer-Server causing lists to get pooled twice, leading to unintended and seemingly unrelated issues (ziplines in this case)
11 Months Ago
Merge from main
11 Months Ago
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11 Months Ago
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11 Months Ago
Expose show death on compass in the options menu (User Interface section)
11 Months Ago
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11 Months Ago
Merge from hazmatpipefixes
11 Months Ago
Fixed all diver suit pipe variations appearing all the time (moved all pipe renderers into a child tranform and turned that on and off via backpack notify component)
11 Months Ago
Merge from backpacks
11 Months Ago
Adjust m39 height on backpack
11 Months Ago
Adjust m39 height on backpack
11 Months Ago
Adjust m39 height on backpack
11 Months Ago
Improved holster positioning on m4 shotgun, double shotgun, hmlmg, flamethrower
11 Months Ago
Updated backpack positioning on all pickaxes, hatchets, jackhammer, fishing rod and chainsaw
11 Months Ago
Add global.showDeathMarkerOnCompass convar
11 Months Ago
Added debug.rpcStatTracking Tracks how long each RPC takes over time, inclusing minimum and maximum timings Added debug.PrintRpcStatTracking that prints all of the saved info, including the average time spent per rpc Added debug.ClearRpcStatTracking to clear any saved data
11 Months Ago
Extend transition durations Fixed npc anims not looping Fixed case where OnConversationEnded wouldn't get called
11 Months Ago
Fix new tag not appearing on first boot due to time restriction
11 Months Ago
Update item store new items check to run every 30s instead of every frame while the main menu is open, saves 0.8-2ms a frame and 96b of garbage This wouldn't have run while the menu was closed, so will have no regular gameplay performance impact
11 Months Ago
Add support for a player model to be put into cinematic mode with a custom animator instead of the cinematic animator, allows for custom animators per npc Add cusotm animator for tutorial npc with just the states we need
11 Months Ago
Merge from main
11 Months Ago
Apply to bandages as well
11 Months Ago
Applied player only ItemModEntity behaviour on 349 entities
11 Months Ago
Merge from main
11 Months Ago
Updated meta files for new animations
11 Months Ago
Merge from main
11 Months Ago
Make the blood on screen UI elements that appear when getting shot poolable, reduces GC allocation (30.6kb -> 1.7kb) and execution time (0.52ms -> 0.19ms) Applied to both the red blood and white censored version
11 Months Ago
Optimise the backpack reparent process so it uses the faster id based bone lookup
11 Months Ago
Readded the backpack slot enum to allow for per backpack left and right backpack slot offsets Slightly adjust the right hand side of the large backpack to better fit the new dimensions
11 Months Ago
Set up side holstering on large backpack
11 Months Ago
Merge from backpacks/player_remains
11 Months Ago
Merge from main
11 Months Ago
Merge from main
11 Months Ago
Updated particle system IK to respect arc shape settings Not 1:1 for regular behaviour, but pretty close
11 Months Ago
Fixed deployed pump jacks not working, re-enabled old oil behaviour
11 Months Ago
Update unused mining quarry deployable (for modding, not vanilla)
11 Months Ago
Merge from backpacks/side_holster
11 Months Ago
Set up initial individual backpack offsets for all weapons
11 Months Ago
Remove backpack slot field
11 Months Ago
Use backpack specific offsets on each weapon holster info Apply specific rotation/offsets for both rocket launchers
11 Months Ago
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
12 Months Ago
Initial implementation of new player remains bag model Show closed state if bag hasn't been opened Show open state once bag has been opened Show debris if the bag has been opened and has more than 3 items in it and it's rigidbody is resting
12 Months Ago
Merge from backpacks
12 Months Ago
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12 Months Ago
Reduce strict time limit back down to x3 frame budget
12 Months Ago
Added an early out in the industrial conveyor logic that will stop the split item being created if there is no obvious place for it to go on the target output container An unneeded split item could still be created and then rejected from the container in some cases, but this should dramatically lower the number of items being created and then destroyed as part of the conveyor process Don't enforce the strict transfer time limits on the first transfer a conveyor does, as that involves some intial pooling that won't reoccur (likely less problematic in a build) Fixed some cases where the strict time limit wasn't being enforced properly