userJarryd Campicancel

13,104 Commits over 2,831 Days - 0.19cph!

10 Months Ago
Refactor HLOD system to include MeshLOD components in it's baking process Fixes several LOD inconsistencies when looking at monuments from a distance, will need a lot of testing and a HLOD generation/S2P of all monuments Was a surprisingly large refactor
10 Months Ago
Added Gesture.WoundedFromCrawlingHandcuffed override controller, is used if a player is handcuffed, injured and on their back Already hooked up on player model, just needs new animations to be assigned
10 Months Ago
Change default PriceDecreaseAmount to 5% (was 10)
10 Months Ago
10 Months Ago
Added npcvendingmachine.printAllPriceChanges, outputs a nicely formatted summary of all of the active price changes on the server (won't show items that don't have a discount/surcharge)
10 Months Ago
Revert playground to original state Converted blueprintBaseDef from a field on every vending machine instance into an accessor that just accesses the cached version in ItemManager
10 Months Ago
Added npcvendingmachine.resetDyanmicPricing convar, resets the state of all discounts and surcharges from NPC vending machines (for testing)
10 Months Ago
Fixed map marker info not being properly updated when updating dynamic pricing Formatting change on map vendor
10 Months Ago
Merge from parent
10 Months Ago
Fixed dynamic pricing not being applied
10 Months Ago
View model setup, fixed incorrect cancelling behaviour at end of game for local player
10 Months Ago
3p anim setup and better timings to let anims play out Show toasts confirming winner/loser after anims have played Fixed bots never picking scissors
10 Months Ago
Compile fix
10 Months Ago
Merge from parent, stomp animator changes
10 Months Ago
Merge from main
10 Months Ago
Tooltip can now accept arguments for string substitution, similar to RustText Added a tooltip to the discount/surcharge icons that lists the original purchase price Using the addtime convar now immediately force updates all npc vending machines Added a BypassDynamicPricing option to the NPCVendingMachine component, allows us to opt out specific vending machines Added npcvendingmachine.DynamicPricingEnabled convar, disables the dynamic pricing across the whole server
10 Months Ago
Fixed text formatting
10 Months Ago
Fixes, move the price multiplier UI element into it's own widget so we can just nest it into various vending UI's Add price multiplier to vending UI when clicking on a store on the map
10 Months Ago
Implemented a dynamic NPC vending price system based on sales in a rolling window -Prices are increased when an item is sold a certain amount of times in an in-game day (PriceIncreasePerSalesInterval and PriceIncreaseAmount control this behaviour, so if they were set to 3 and 0.1, for every 3 purchases of an item in a 24 hour window the price will increase 10%). The rolling window is configured via the IntervalHours convar and defaults to 24 -Prices are decreased if an item isn't sold for a certain amount of hours (PriceDecreaseInterval and PriceDecreaseAmount, so if they were set to 3 and 0.1, every three hours the price of the item will drop by 10%) Currently clamped between a 50% discount and a 300% price increase Currently only applies for purchases that are made using scrap as the currency Updated the in-person vending machine UI with a UI indicator displaying the current discount/surcharge, the dozen other places we show vending machine prices still need updating All time and discount values are currently using the examples provided above, they are just for testing and will be changed
10 Months Ago
Merge from debugcamera_dof_save
10 Months Ago
Rename dof field in camera state to dofState so it doesn't try and load a float into the new struct type This will lose any pre saved dof distance in a camera state
10 Months Ago
Merge from debugcamera_dof_save
10 Months Ago
Save/load sales history
10 Months Ago
Initial work on tracking the sales of each sell order in an NPC vending machine over a 24 hour period
10 Months Ago
Manifest
10 Months Ago
Merge from hackweek_crudegestures (with custom gesture wheel support)
10 Months Ago
Reapply animator changes
10 Months Ago
Merge from main (many conflicts, stomped local animator changes)
10 Months Ago
Another gesture list update
10 Months Ago
Redo animator changes
10 Months Ago
Fixed changed crane colour in junkyard, S2P
10 Months Ago
10 Months Ago
Gesture list update
10 Months Ago
First pass on a rock paper scissors gesture game Player 1 starts the gesture and waits for someone to join by interacting with them Both players then get a UI prompt to pick a hand Result is communicated via toast for now as there are no animations Bots will pick a random option after 2 seconds and print what they selected in the server log for testing
10 Months Ago
Merge from custom_wheel
10 Months Ago
Server.cinematic is now replicated Cinematic gestures can now be used if the server is marked cinematic, even if the player is not an admin
10 Months Ago
Added gesturecollection.ShowAdminCinematicGesturesInBindings convar When true, cinematic gestures will appear as bindable in the gesture wheel. Doesn't change any actual usage logic for these gestures, if the player binds a cinematic gesture and then joins a server where they aren't an admin the gesture will be disabled in the wheel
10 Months Ago
Styling, fixes RMB to clear slots Added a reset to default button
11 Months Ago
Merge from wire_slacking/optimisations
11 Months Ago
Fix insufficient array lengths when dealing with wires > 20 points (not just a creative mode issue, some monuments like airfield have static connections with quite a few points)
11 Months Ago
Merge from main
11 Months Ago
Added invisible pipe option to industrial connections
11 Months Ago
Can now build building blocks of any skin/grade in free build mode
11 Months Ago
Fixed not being able to freely upgrade building blocks in prevent building volumes
11 Months Ago
Removed the hold shift to make invisible IO connections Added a new invisible colour to the IO colour wheel when in creative mode, this feels a bit neater and allows the directional line to appear while in TC range of invisible wires Currently supports electrical and fluid
11 Months Ago
Unlimited IO creative mode now clamps the maximum length of an IO connection to 200m
11 Months Ago
Merge from main
11 Months Ago
Increase the maximum number of output containers a water container to push water into (3 -> 12) Fluid splitters and combiners can now be rotated
11 Months Ago
Merge from tutorial_map_fix
11 Months Ago
Fixed tutorial missions missing an icon on the map screen Fixed tutorial island sometimes not being visible on the map due to map clamps