userJarryd Campicancel

13,656 Commits over 2,741 Days - 0.21cph!

1 Year Ago
Adjusted some help text
1 Year Ago
Merge from main
1 Year Ago
Merge from dof_exposer_improvements
1 Year Ago
Fixed incorrect focal distance readout
1 Year Ago
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1 Year Ago
Set dof exposer focal size to 0.4, it's hardcoded to a few different values in normal dof handling but this is probably fine Also max out sample size
1 Year Ago
Make the deployment guides transparent
1 Year Ago
Fixed being able to clear pings that are created by tutorial stages
1 Year Ago
More help videos/images Added extra supplies to hunt for food mission, prepare for combat and build kayak mission
1 Year Ago
Removed global.vehicleDismountHoldTime convar Added more specific convars in it's place: groundVehicleDismountTime, flyingVehicleDismountTime, aquaticVehicleDismountTime and horseDismountTime Each convar controls how long it takes to dismount things to support scenarios like immediately dismounting cars but having a 0.5s delay when dismounting air or ocean vehicles Not every vehicle fit perfectly into a category, some notable decisions: -Workcarts, trains, sleds and snowmobiles are considered ground vehicles -Parachutes and ziplines are considered flying vehicles -Submarines, boogie boards and inner tubes are considered aqautic -A computer station is considered a flying vehicle if a drone is currently being controlled
1 Year Ago
Added support for highlighting a building block in the pie menu if the current tutorial stage requires it
1 Year Ago
Show the button that opens the crafting menu next to any crafting objectives
1 Year Ago
More help videos
1 Year Ago
Fixed OnValidate RustText changes from last week throwing errors when opening prefabs with text in them
1 Year Ago
Add some conversation text to explain the optional supplies box
1 Year Ago
Merge from main
1 Year Ago
Fixed tooltips that extend over the edge of the screen not getting properly offset to keep all the text on screen (likely broken in the emoji update)
1 Year Ago
Add a button on the map view to toggle vending machine visibility (maps to client.ShowVendingMachinesOnMap) Convar is ignored on the death and marketplace screens
1 Year Ago
Unsaved
1 Year Ago
Tutorial crafting objectives are now highlighted in the crafting menu
1 Year Ago
Codegen Fixed helicopter IK Fixed more IK warning spam
1 Year Ago
Merge from PlayerRigUpdate/sep23merge to PlayerRIgUpdate
1 Year Ago
Removed the cinematic player avatar and accompanying convar (should no longer be needed with new model)
1 Year Ago
Cleaned up/compiled out old IK layer tests, can now play unarmed without warning spam Still lots of issues with holding weapons
1 Year Ago
Debug force open map no longer constantly turns the map on and off
1 Year Ago
Fill TC content
1 Year Ago
Encode all videos to mp4
1 Year Ago
Finish base videos Fixed uncompleted optional objectives preventing a mission from being completed once all other objectives are satisfied
1 Year Ago
Add videos for mission 2+3
1 Year Ago
Very experimental change: don't run RustText text localizing/translating if we aren't editing the prefab or have a scene open that the text component is part of Fixes GameUI and EngineUI running 30k text updates and triggering an asset reimport every time an unrelated asset is created or modified
1 Year Ago
Write up temp help prompts for every tutorial mission Crafting a planner step now uses the proper item name
1 Year Ago
Added a follow up mission to the build base mission that requires the player to fill their TC with 24 hours worth of supplies
1 Year Ago
Minor DofExposer rewrite, create a new post process volume with a higher priority and let the component manipulate that instead of fighting with existing dof handling DofExposer is now part of the MainCamera prefab and disabled by default, should have no impact on regular gameplay Fixed several issues resulting from the exposer component using .profile instead of .sharedprofile Multiple dofexposers in a scene should now coexist peacefully since they don't affect any global state, just modifying a local post process volume
1 Year Ago
Merge from main
1 Year Ago
All deploy objectives now display a ping showing where they need to deploy the desired entity, only works in the tutorial
1 Year Ago
Show a ping on the scientist when you need to go and talk to him
1 Year Ago
Mission objective rows now grow vertically to fit text Show a ping in the mission objective HUD if that objective is being pinged
1 Year Ago
Merge from dof_exposer
1 Year Ago
If the bonus resource storage has resources for the current mission, show a loot ping
1 Year Ago
Added an option for tutorial deploy guides to only display if a specific stage is active, implemented on initial build stage
1 Year Ago
Asking the mission provider for help will now reopen that missions full screen tutorial modal
1 Year Ago
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1 Year Ago
Unsaved
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Added [movement] to TokenizedPhrase (eg. "[movement]" becomes "[WASD]" based on players input bindings) Added more help steps
1 Year Ago
Unsaved
1 Year Ago
Fixed mining quarry animating if the player enters network range and is over 100m away (intended behaviour is that quarry/pumpjack don't animate until player is within 100m, regardless of state) Pumpjack didn't have the same issue because it was disabling animations at 60m, I've increased that to 100m for uniform values across both prefabs