userJarryd Campicancel

14,865 Commits over 2,649 Days - 0.23cph!

27 Days Ago
Add the vendor to the ranch, s2p both
27 Days Ago
Fixed animal leads not working after purchase
28 Days Ago
First pass on npc's selling baby animals to the player
28 Days Ago
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
28 Days Ago
LeadingPlayer is now a Synced field Compile simulator now passes
28 Days Ago
Fixed most compile errors, still one issue
28 Days Ago
Merge from lod_preview
28 Days Ago
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough
34 Days Ago
Sheep and lamb ragdolls
34 Days Ago
Calf corpses
34 Days Ago
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll
34 Days Ago
Cow ragdoll joint improvements
34 Days Ago
Compile fix
34 Days Ago
Manifest
34 Days Ago
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup Should make copying the setup over to the other rigs faster
34 Days Ago
Fix NRE when a livestock animal dies
34 Days Ago
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
34 Days Ago
Disable shield compatibility with flashlight
34 Days Ago
Update the item information panel when a player changes the selected skin when crafting Fixes egg vision not appearing when changing between wolf headress skins
34 Days Ago
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
35 Days Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
35 Days Ago
Clean up allocation when mounting a car
35 Days Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
35 Days Ago
Added an overlay opacity slider to the preview tool
35 Days Ago
Merge from effect_recycle_glass_fix
35 Days Ago
detachTime and recycleTime is no longer read only Don't set those times to 0 at build time if no particle system is present Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
35 Days Ago
Hooked up randomisation on alien costume vm
35 Days Ago
Merge from vm_randomisation
35 Days Ago
Merge from main
35 Days Ago
New milk item placeholder
35 Days Ago
If an item id doesn't match the shortname, show an error in the inspector with a fix button
35 Days Ago
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
35 Days Ago
ai.showstate now parents it's Ddraw labels, looks a lot smoother
35 Days Ago
Animals can now eat from a trough, will prioritise that over grazing on grass
36 Days Ago
Shearing interaction
36 Days Ago
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
36 Days Ago
Hooked up male calf prefab/material
36 Days Ago
Merge from main
36 Days Ago
Merge from main
36 Days Ago
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
36 Days Ago
Merge from footstep_heavy_armour_fix
36 Days Ago
Fixed player footsteps not playing when slowed by excessive amount of armour Affects players wearing full plate set as well as diving fins while walking on land
36 Days Ago
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
36 Days Ago
Added LOD preview mode to the RendererLOD, MeshLOD and MeshCull inspector When enabled will run the LOD process just for that object in edit mode, so we can test LOD ranges without going into play mode Supports multi select, also draws a box around the object in the scene view with a label for it's LOD Works in prefab editing and in the scene view
36 Days Ago
Merge from hands_preview_workflow (includes changes from main)
36 Days Ago
Add back filename check
36 Days Ago
Cleaned up some edge cases Added a toggle to the animation inspector itself and added a text readout of what meshes were detected and loaded
36 Days Ago
Proof of concept of an automated editor utility that inserts the viewmodel hands mesh into the animation inspector preview window if no hands mesh is present Allows us to still use the animation preview window once the hand mesh has been removed from the rig file Uses some naming semantics to try and resolve what the actual mesh that should be displayed should be, this is probably where we'll feel some pain for this system If the animation file ends in _anim it will check for a file ending in _rig, then fall back to looking for a file without the _anim suffix So v_bow_anims.fbx will look for v_bow_rig.fbx, failing that it will look for v_bow.fbx The preview window will then load that fbx and the hands model if needed, combine them and feed it into the preview window
36 Days Ago
Added new ViewmodelClothingRandomiser component Allows us to mirror the randomisation applied to a Wearable to it's viewmodel in case that randomisation affects the arms Component has a groups array like the Random section of the Wearable, when used the group count needs to match (as we'll just copy over which "group" was activated)
37 Days Ago
Merge from heavy_helmet_audio