userJarryd Campicancel

12,675 Commits over 2,315 Days - 0.23cph!

1 Year Ago
Merge from main
1 Year Ago
Added holo sight colour to the colour blind settings, comes in green and blue options Fixed some errors if a colour setting was set to an out bounds index via the console
1 Year Ago
Shop UI now closes if vendor dies while player is shopping Setup placeholder clothing loadout
1 Year Ago
Add NPC/vending spawners to water well C and E
1 Year Ago
Lowered chance of teas in food cache loot table
1 Year Ago
1 Year Ago
Protobuf restructuring, save next refresh time Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
1 Year Ago
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
1 Year Ago
Protobuf
1 Year Ago
Merge from net_vis
1 Year Ago
Merge from main
1 Year Ago
Merge from npc_dynamic_pricing_updates
1 Year Ago
Changed the default npc vending machine price update frequency to every 3 hours (was 5) Added new PriceUpdateFrequencyBiWeekly and PriceUpdateFrequencyWeekly convars, defaults to 2hrs and 1hr respectively Vending machines will use these if the server is running a bi weekly or weekly wipe schedule, requires the correct tag assigned in server.tags (specifically "biweekly" or "weekly") Added npcvendingmachine.ResetFrequencyTags, this needs to be called to adjust pricing if the servers tags are changed at runtime, mostly for testing
1 Year Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement (on the right branch this time)
1 Year Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement
1 Year Ago
Merge from hackweek_accessibility_colourblind
1 Year Ago
Disable the clan name tag option, it's unused (just need to enable the gameobject when we're ready)
1 Year Ago
Merge from hackweek_accessibility_colourblind
1 Year Ago
Make AccessibilityComponent abstract
1 Year Ago
Don't recreate the decal material if not needed
1 Year Ago
Merge from main
1 Year Ago
New vendor refreshes item selection (every 60s right now for testing) Happens regardless of whether the vendor is alive or not
1 Year Ago
Don't show map marker for water well NPC
1 Year Ago
First pass on a shopkeeper NPC in the water well (only on D variant right now) Can be killed by players, will not drop any loot Will respawn after 30-60 minutes Shop is inaccessible while the shopkeeper is dead (so please be nice) Some minor shopkeeper cleanup, converted a generic flag into a named const flag for better tracking and invisible vending machines no longer need to do a Vis.Entities every time they sell something or look at the player
1 Year Ago
Added 1 - 2 food cache spawners to water wells b,c,d,e
1 Year Ago
Set up prefabs and first pass on loot table (mixture of high quality food and teas)
1 Year Ago
Unsaved, thanks plastic
1 Year Ago
Clean up food cache prefabs (correct mesh LOD settings, removed unneeded colliders, added RendererBatch to pickle jars) Move Food Cache folder to Prefabs/Misc/Food Crate (as this is not a deployable)
1 Year Ago
Merge from Food_Cache
1 Year Ago
1 Year Ago
Burst compile the bone jobs
1 Year Ago
WIP clear held entity button, not working for some reason
1 Year Ago
Fixed pose window always saving data to ADS slot Exposed fields on weapons to declare which aim pose data to use Fixed component not working at runtime, can actually see poses in gameplay now
1 Year Ago
Fixed not being able to edit poses
1 Year Ago
Mask out aim poses on deploy
1 Year Ago
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything) Update the upgrader script to apply these changes
1 Year Ago
Working Left Hand IK implementation
1 Year Ago
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
1 Year Ago
WIP left hand IK, still not working
1 Year Ago
Refactor IK to specify right hand, in prep for left hand pass
1 Year Ago
Compile fixes, cleanup
1 Year Ago
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting) Uses same system as boogie boards
1 Year Ago
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped) Fixed mushroom colouring not being applied to dropped mushrooms
1 Year Ago
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia Also supports a custom mode
1 Year Ago
Turn on cast shadows for LOD0 of the mushroom clusters Hooked up the new mushroom materials to the colour swap pallette
1 Year Ago
Fixed offset not being 1:1
1 Year Ago
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone Still not quite 100% accurate to the authored gun position Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
1 Year Ago
Merge from main
1 Year Ago
Fixed actual gameplay prefab for testing
1 Year Ago
Merge from missing_component_warning_cleanup