userJarryd Campicancel

13,074 Commits over 2,376 Days - 0.23cph!

53 Days Ago
Merge from main
53 Days Ago
Clamp the cannon pitch and yaw to zero on the client as the camera eye controller was still being run and rotating around even though we couldn't see it since the cannon takes over the camera Fixes the player spinning around when dismounting the cannon
53 Days Ago
Standardised cannon LODs
53 Days Ago
Fixed coconut world spawn with wrong label FIxed wrong item id on coconut item
53 Days Ago
Disable the local player body if looking up in a cannon at an extreme angle, prevents the player body clipping into the camera
53 Days Ago
Fixed incorrect id's on two deep sea dwellings
53 Days Ago
Merge from naval_update
53 Days Ago
Fixed trailing whitespace on deploy animation state causing a state could not be found warning when deploying the planner viewmodel
53 Days Ago
Can no longer use the spray can on modular boats
53 Days Ago
Added debug.showAllCullingVolumes, overrides the culling volume behaviour and forces everything to show regardless of camera position (although the underlying LOD components could still cull themselves based on distance settings) Admin only
53 Days Ago
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53 Days Ago
AddIslandBounds now uses a TryAdd, unsure how duplicates are ending up here
53 Days Ago
Merge from main HoldType.Construction override controller conflicted, used the version on this branch as it's more likely to be up to date with newer animations building_planner.entity conflicted, used the version from main PlayerAnimation.controller, 1module_cockpit_with_engine, player_model, PlayerModel.cs and PlayerModel.IK.cs all merged with no issues
56 Days Ago
Merge from naval_update
56 Days Ago
Fixed mainland fog of war being cleared when deep sea closes
56 Days Ago
Null check in TerrainPath:FindClosest
56 Days Ago
Add PT Boats to deep sea vehicle whitelist
56 Days Ago
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56 Days Ago
Fixed incorrect layer on small ramp trigger allowing opening into construction Don't allow ramp to be extended if there are static world objects in it's bounds Show a blocked interaction prompt if the ramp cannot be extended
56 Days Ago
Merge from naval_update
56 Days Ago
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
56 Days Ago
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
57 Days Ago
Fixed boat splash fx not turning back on when a camera re-enters range
57 Days Ago
Added a SnapPositionTo client RPC, will set the client entity to a given position and snap the positionLerp to the end preventing it from extrapolating Applied when moving entities in and out of the deep sea Fixed DeepSeamanager.FindIslandPortalExitPosition failing in craggy because it has no SpawnHandler
57 Days Ago
Added a new unscaled time invoke handler, uses standard invoke API and is accessible on all FacepunchBehaviours (InvokeRepeatingUnscaledTime, CancelInvokeUnscaledTime, etc) CoverageQueryFlare uses realtime invoke handler so that it can work as expected in a paused demo CoverageQueries now updates in unscaled time Fixes spotlights not hiding/showing based on occlusion in paused demos
57 Days Ago
Redo confetticannon.deployed renderer simplification
57 Days Ago
Merge from main Stomped launch site and confetticannon.deployed changes from main, will need to redo
57 Days Ago
Merge from mute_dialog_warning_fix
57 Days Ago
Merge from heli_fixcars_changes_2
57 Days Ago
Merge from cargoship_updatemovement_nre_fix
57 Days Ago
Merge from deleteentitiesbyshortname_fix
57 Days Ago
Fix MountedWeaponSeat client compile error
57 Days Ago
Small ramp will stop if it detects a blockage on the construction layer
57 Days Ago
Add a vehicle world collider to the plank
57 Days Ago
Fixed some floating city colliders with negative scale, S2P all of them
57 Days Ago
Added new map icons for ghost ships and floating cities Added a deep sea mode to the map shader, shows terrain as greyscale Removed deep sea island icon entirely, they look a lot better in greyscale
57 Days Ago
S2P + HLOD all floating cities
57 Days Ago
Merge from floating_cities (stomped prefabs, will need to S2P)
57 Days Ago
Airfield puzzle reset now ignores above ground players via the prefab (S2P) Removed the mid wipe hack we did for last month
57 Days Ago
Remove boat door from tutorial
58 Days Ago
Convert confetti cannon to meshlod Switch pfx_confetti material to Particles/Standard Surface as the rust standard material is no longer compatible with particles
58 Days Ago
Merge from boat_building
58 Days Ago
Merge from boat_building/effects
58 Days Ago
Adjust angle for better triangle fit Start/stop the particles instead of enabling/disabling
58 Days Ago
Cache blockages in all directions, saves a bunch of time for fx management
58 Days Ago
Remove wake from parent boat Add wake to child blocks Only enable if above a certain velocity and there is a clear space in the opposite direction of the boats velocity Add some time and distance gating, only update splash fx every 0.25s and if within 50m of the player
58 Days Ago
Add splash fx to triangle hull pieces
58 Days Ago
Add splash fx to all 4 edges of the square boat hull Iterate over each block and disable the splash if it's occluded by another block or in the opposite direction of travel
58 Days Ago
Merge from parent
58 Days Ago
Merge from parent