userJarryd Campicancel

12,778 Commits over 2,315 Days - 0.23cph!

1 Year Ago
Set up skin, rebuild deployable prefab to keep consistency with base TC
1 Year Ago
Merge from main
1 Year Ago
Added a timeout and make sure the UI is layered properly in the HUD
1 Year Ago
Add some fallbacks if a player dies, walks too far away, is wounded, etc mid game
1 Year Ago
Converted the RPS gesture UI into a non blocking UI Added UI support for draws
1 Year Ago
Merge from parent
1 Year Ago
Server side cancel fix
1 Year Ago
Refactor RPS into a more generic gesture interaction system, WIP
1 Year Ago
Merge from parent
1 Year Ago
Remove the ridiculous invoke handling system for fading in/out gesture layers, was responsible for a bunch of bugs with the handcuffs Now uses a single simple update method called every frame, much easier to debug and understand Update the default gesture bindings for surrender
1 Year Ago
Compile fix
1 Year Ago
Merge from main
1 Year Ago
Merge from midi_unsubscribe
1 Year Ago
Unsubscribe from the midi inputs when MidiConvar.Enabled is set to false, should allow another instance of the client to register to the events
1 Year Ago
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1 Year Ago
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1 Year Ago
1 Year Ago
Merge from io_flooding_fix
1 Year Ago
Marked the prevent_building volume as IgnoreWireCheck to allow IO wiring while standing near the deployable. Affected deployables: Twitch Rivals Desk Simple Chair Sofa (+pattern version) Rocking Chair (all skins) Beach Chair Piano Xylobone Drumkit Microphone Stand Hitch & Trough
1 Year Ago
Merge from main
1 Year Ago
Merge from car_door_destroy_fixes
1 Year Ago
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1 Year Ago
Merge from kitchen_collider_fixes
1 Year Ago
Fixed kitchen_cabinet_100 and kitchen_cooker incorrectly positioned collider Affects underwater labs and desert bases, also arctic research base (ran S2P, no scene changes)
1 Year Ago
Fix player model issues
1 Year Ago
Merge from parent (stomp player_model)
1 Year Ago
Fix drumkit.deployed and waterbucket.worldmodel changes
1 Year Ago
Compile fixes, regenerate PlayerAnimation controller
1 Year Ago
Merge from main (stomped PlayerAnimator and BaseMountable)
1 Year Ago
Merge from compiler_field_fixes (should resolve prefabs reimporting when changing between Client and Server)
1 Year Ago
Merge from main
1 Year Ago
Merge from gesture_cancel_fix
1 Year Ago
Force the endGestureLoop trigger to false when starting a trigger, fixes it sometimes getting left on if the player cancels a looping gesture while the gesture is beginning
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Change convar name of surrender gesture
1 Year Ago
Add a gizmo to ZiplineTargets
1 Year Ago
Added ziplinelaunchpoint.highlight convar, draws an arrow with DDraw for every zipline on the server
1 Year Ago
Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
1 Year Ago
Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
1 Year Ago
Remove unused field
1 Year Ago
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
1 Year Ago
Merge from vm_rotate_around_modifier (includes changes from main)
1 Year Ago
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera Reducing this value will make the weapon rotate differently, preventing clipping Also improved some math in here for an extremely marginal performance gain
1 Year Ago
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
1 Year Ago
Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
1 Year Ago
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
1 Year Ago
Fixed incorrect material on Lod2 of part of the powerline platform ramps Convert some parts of the powerline platform into MeshLOD Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor) Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km