userJarryd Campicancel

12,861 Commits over 2,315 Days - 0.23cph!

1 Year Ago
Fixed being able to sprint while blocking with a shield
1 Year Ago
Manually add Socket_base tag to modular car cockpits so StringPool generation picks up the sockets on it
1 Year Ago
Merge from launcher reload bug
1 Year Ago
Merge from main
1 Year Ago
Fixed slack, colour, line anchors not carrying over Fixed skin switching to vanilla skin when switching from one redirect to another Much more robust IO slot copying method (and logic is entirely contained in IOSlot)
1 Year Ago
Moved reload timing handling into unscaled time, fixes reloads being rejected by the server when a client is running at extremely low frame rate (< 15fps)
1 Year Ago
Merge from main
1 Year Ago
Bring red+green industrial lights into 10k id range
1 Year Ago
Added support for IO entities to retain their connections when being reskinned with the spray can
1 Year Ago
Merge from main
1 Year Ago
Merge from scrap_exchange_dynamic_pricing
1 Year Ago
Save++ network++
1 Year Ago
Art setup, icon Move category to fun Slight adjustmesnt of car radio in some cockpits so it doesn't clip through the windshield
1 Year Ago
Fix two cockpits still having the radio socket in the shared hierarchy, possibly causing socket name pooling issues
1 Year Ago
Merge from main
1 Year Ago
Merge from launcher reload bug
1 Year Ago
Apply the same fix when going from loaded-> unloaded (should never really happen in reality, but there's no reason for it to take 0.25s)
1 Year Ago
Adjusted duration between unloaded <-> loaded in crossbow viewmodel to possibly fix the 0.25s delay before firing when a reload on the server takes longer than the client Affects crossbow and speargun vms
1 Year Ago
Fixed the double reload bug for all weapons in BaseProjectile Store a new reload cooldown that is 50% longer than the normal cooldown, cancel it when the client receives the reload (the local ammo changes) Only need to store this new cooldown in case we don't receive a response from the server because the reload was rejected, in that case the regular reload functionality will start working after a few seconds
1 Year Ago
Don't show on default 5.56
1 Year Ago
Prototyping a way to show which ammo type is equipped on the itme icon, only hooked up on the assault rifle for now
1 Year Ago
Merge from oxygen_qol_tweaks
1 Year Ago
Fixed ItemModGiveOxygen working as an unintentional singleton and returning incorrect values to the oxygen time remaining vital if multiple dive tanks are in the players inventory Fixed some rounding issues when using dive tanks after the last commit
1 Year Ago
Increase depth required to start losing oxygen to 1 (fully submerged) Changed the Oxygen display on the vitals bar to a round instead of a floor, this should be more accurate (and now shows that you have 4s when entering the water instead of 3s)
1 Year Ago
Merge from main
1 Year Ago
Merge from launcher reload bug
1 Year Ago
Print reload time option now recommends a reload time based on a 0.34ms buffer Updated both rocket launchers again
1 Year Ago
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
1 Year Ago
Merge from io_infinite_power
1 Year Ago
ioentity.infinitepower is now replicated Added a warning to the IO entity info panel when looking at an IO entity if infinite power is enabled
1 Year Ago
Merge from io_infinite_power
1 Year Ago
None compile fix
1 Year Ago
Added IOEntity.infinitepower Powers all player placed electrical IO entities on a server when enabled without needing power sources Likely has some per entity edge cases, already fixes electric furnaces
1 Year Ago
Merge from launcher reload bug
1 Year Ago
Applied fixed timing to dragon rocket launcher
1 Year Ago
Adjusted rocket launcher reload time to 5.8s, was 6s This isn't an actual buff as you cannot reload faster than the animation, the animation was 5.8s so there was a 0.2s window where you could trigger a reload again while the reload was still taking place on the server This resulted in the reload finishing and the ammunition on the client getting refreshed, but at that point the player was stuck in another 5.8s animation before they could fire again Added a right click context option (Print Reload time) to BaseProjectile that looks at the viewmodel animator and calculates how long the reload anim is (taking into account speed modifiers which were being used in this case)
1 Year Ago
Merge from shred_helicopters (also includes the changed ignore.conf file that seems to keep changing)
1 Year Ago
Manually kill any players in the walkable area of the scrap transport helicopter when they are fed into the shredder
1 Year Ago
Fixed scrap transport giving metal frags instead of scrap when shredded
1 Year Ago
Car shredder now shows proper icon and localized name on death screen
1 Year Ago
Merge from main
1 Year Ago
Merge from hab_hominglauncher
1 Year Ago
Added server.homingMissileTargetsHab convar (defaults to off) Homing launcher can target HABs as long as that convar is active and the HAB is fully inflated
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Subtract 108215
1 Year Ago
Merge from main
1 Year Ago
Merge from shred_helicopters
1 Year Ago
Fixed tread animator changes affecting bradley
1 Year Ago
Fixed magnet crane modifying the on disk materials when moving, resulting in changed tread materials when checking in Minor performance improvements in how we update the tread material, fixed visual tread speed being double calculated resulting in material animating twice as fast