userJarryd Campicancel

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

1 Year Ago
Don't do hand IK during the parachute deploy animation Added new SetParameterAnimatorBehaviour component, should be useful in the future
1 Year Ago
IK hands to handles (still a bit broken during the deploy, will fix next)
1 Year Ago
Fixed regular hazmat tank not getting re-enabled after unequipping a hazmat (pooling issue)
1 Year Ago
Assigned canopy blend tree to correct animator Fixed copying over values, values on canopy animator shouhld now perfectly match body values Reverted collider animator change
1 Year Ago
Kayak escape mission
1 Year Ago
Kayak + paddle crafting
1 Year Ago
Merge from parachute
1 Year Ago
Merge from main
1 Year Ago
Decrease radius of parachute deploy check again (2m->1.5m) length of check (15m->10m) and start the check 2m above the player to try and avoid deploying the parachute directly into overhead obstacles
1 Year Ago
Add server.canEquipBackpacksInAir for debugging, trailer purposes
1 Year Ago
debug.deleteEntitiesByShortname now deletes entities with no gibs and is case insensitive
1 Year Ago
Fixed being able to equip parachutes while currently mounted to a parachute, also fixed not being able to equip parachutes while swimming
1 Year Ago
More fixes
1 Year Ago
Fix broken conversation
1 Year Ago
Merge from main
1 Year Ago
Merge from parachute
1 Year Ago
Added a range overload to the deleteEntitiesByShortname convar, eg. "debug.deleteEntitiesByShortname woodbox_deployed 50" Not passing a number will delete all on the server
1 Year Ago
Resaved locker lootpanel to fix two missing panels
1 Year Ago
Reduce input lerp speed (10->4) Adjusted animation input scale to 0.75,0.5
1 Year Ago
Merge from main
1 Year Ago
Keep the backpack inventory slot always visible
1 Year Ago
Possible compile fix
1 Year Ago
Conversation WIP
1 Year Ago
Unsaved
1 Year Ago
Added a special tutorial only barrel variant that only drops scrap Updated resource ping system to work with storage containers to highlight the barrels
1 Year Ago
Workbench misison Add metal ore nodes to island
1 Year Ago
Furnace mission
1 Year Ago
Fixed bandages not triggering the heal mission objective
1 Year Ago
Finish second part of bear kill mission Kill missions can now mark their targets as pings
1 Year Ago
Update parachute description
1 Year Ago
Increased the clearance check for the parachute deployment - now needs a 2m sphere radius sphere of clear space 15m below the player to deploy Fixes an edge case where you could use the parachute for a couple of frames in the nuclear missile silo launch tube
1 Year Ago
Code review changes: remove chair mesh from parachute seat, ensure held items is enabled again after dismounting and ensure parachute item exists on the server when deploying
1 Year Ago
Add an extra slot to the clothing section of player corpse to account for backpacks
1 Year Ago
Fixed loadouts window not properly assigning loadouts when using the filter
1 Year Ago
Fixed not being able to equip parachute with surgeon scrubs, egg suit and ninja suit
1 Year Ago
Compile fixes
1 Year Ago
Merge from main
1 Year Ago
Added an information panel to the inventory that displays whether a blueprint is already unlocked, can be unlocked or cannot be unlocked
1 Year Ago
Another compile fix
1 Year Ago
Client compile fix
1 Year Ago
Fixed parachute camera motion not getting applied to first person spectating
1 Year Ago
Merge from main
1 Year Ago
More closely snap the camera to the accurate perspective when spectating a mounted player
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Fixed first person spectating not properly hiding the head section of the player model when mounted to a mountable set to First Person with Arms
1 Year Ago
Parachute seat no longer pauses mounted animation
1 Year Ago
Update backpack slot icon in inventory and locker panels
1 Year Ago
Use Distance2d, it's cheaper
1 Year Ago
Increase patrol helicopter push back force when flying over water, should prevent it getting too close to water Fixed patrol helicopter getting in a stuck AI state when targeting a player that is on the surface of deep ocean (the helicopter still disengages if its target is too deep underwater, but it will continue patrolling and looking for targets)