userJarryd Campicancel

12,334 Commits over 2,223 Days - 0.23cph!

3 Months Ago
Fix response buttons being clickable when animating
3 Months Ago
Fixed being able to repeat non-repeatable missions
3 Months Ago
S2P compound Add a spawn point fishing village a, S2P Create a new CompoundSpawning test scene
3 Months Ago
Merge from outpost_spawning
3 Months Ago
Fixed the conversation screen layout jumping around as the responses and text is animated in, making it hard to click on things Panel is now presized and won't resize at all mid conversation stage (will still resize at the start of each stage)
3 Months Ago
Unsaved
3 Months Ago
Document icons Add support for showing non item rewards
3 Months Ago
Switched outpost scientist npc to a generic mission provider Added support for generic dialogue handling when there are no available missions Generic mission process is now alloc free
3 Months Ago
Safe zone spawn unlock mission boilerplate
3 Months Ago
Added ability to adjust weighting of items globally in loot spawns per game mode
3 Months Ago
Fixed vending machine restrictions not being properly applied if era is default
3 Months Ago
Add ability for items to have a restriction per game mode, extending the era restriction field These restrictions are stored on the game mode instead of the item but are displayed on the item via a custom inspector Game mode restrictions are applied prior to the era restrictions Allows us to restrict items per game mode using the same set of tools we used for the primitive mode (eg. disallow crafting but still allow looting) Disabled the ak from being crafted as a test
3 Months Ago
Merge from main
3 Months Ago
ForceDeployableSetParent returns true on BoatBuildingBlock
3 Months Ago
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3 Months Ago
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3 Months Ago
Update x marker data for VineSwingingTree02 and 03
3 Months Ago
Merge from vine_data_fix
3 Months Ago
Updated battery search mission to require 3 batteries
3 Months Ago
Compile fixes
3 Months Ago
Merge from main (NPCTalking conflicts)
3 Months Ago
Merge from frontier_external_fixes
3 Months Ago
Added a 50% buffer for the look at check when looking at a gate with a spraycan
3 Months Ago
Merge from main
3 Months Ago
Merge from computerstation_reskin_fix
3 Months Ago
Merge from main
3 Months Ago
Merge from team_invite_changes
3 Months Ago
Fix auto turret auth not working
3 Months Ago
Merge from main
3 Months Ago
Merge from lockedcrate_shock_effect_parent
3 Months Ago
Move LaptopCollision into the root level of the prefab, add a new EntityFlagToggle to toggle it on and off on the server Update the Model component root to point to the actual root of the prefab, not another transform that seems unused (this also fixes info.HitPositionLocal not being accurate, so that's been updated as well) Update the laptop glass effect to glass_small so that the impact effects don't extend over the edge of the laptop screen
3 Months Ago
Merge from photo_filter
3 Months Ago
Fixed deployable category in industrial conveyor not translating properly. Now listed as "Items" to match the crafting menu Fixed photos not appearing in conveyor filters
3 Months Ago
Merge from fish_pose_fix
3 Months Ago
Fixed player model getting stuck in fishing pose if fishing sequence is ended prematurely
3 Months Ago
Merge from frontier_external_fixes
3 Months Ago
Enabled needOnlyOneAreaCheckValid on ladder ground watch, fixes all ladders being destroyed on external walls when a single ladder is picked up
3 Months Ago
Merge from frontier_external_fixes
3 Months Ago
Some improvements to free spray behaviour on external walls
3 Months Ago
Mark the frontier wall/gate as not hidden Fix simple upgrade options missing
3 Months Ago
Merge from autoturret_peacekeeper
3 Months Ago
Reduced initial time before the hostile warning appears (was 2s, now 0.25) Use real time instead of fixed delta time, makes the countdown closer to real time
3 Months Ago
Merge from simple_floating_entity (includes latest main)
3 Months Ago
Merge from parent
3 Months Ago
Created SimpleFloatingEntity Shares simplified floating behaviour with floating junkpiles, can rotate but will only ever move on the Y axis Movement is budgeted and only active if a player is within 16m Derives from BaseEntity so has no damage handling
3 Months Ago
Merge from food_spoil_pool_fix
3 Months Ago
Fixed food sometimes spoiling immediately when created (pooling issue)