userJarryd Campicancel

12,890 Commits over 2,345 Days - 0.23cph!

37 Days Ago
Merge from hackweek_boxsorting
37 Days Ago
Run sorting in a budgeted queue
37 Days Ago
Remove manual button, all sorting is now automatic while powered and enabled Removed associated UI and RPC
37 Days Ago
Merge from food_qol
37 Days Ago
Fix dropped item NRE
39 Days Ago
Fix pooling issue on sort config panel
39 Days Ago
Merge from hackweek_boxsorting
39 Days Ago
Added a new option to CullingVolume - AllowOnEntities Since floating cities are being parented to an entity they were ignoring all of the attached renderers as they are all techincally parented to an entity (it's just above the culling voluome in the hierarchy) This is off by default as if it was used on an actual entity it could have some unintended side effects Enabled on all of the floating city volumes, S2P all cities
39 Days Ago
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39 Days Ago
Fixed Deployable boom box readonly ListHashSet not getting included in ResetStaticFields
39 Days Ago
Merge from parent
39 Days Ago
Merge from hackweek_boxsorting
39 Days Ago
Added server.allowSorting convar as a safeguard (defaults to true)
39 Days Ago
Merge from hackweek_boxsorting
39 Days Ago
Fixed storage adaptor input slot not showing handles
39 Days Ago
Only allow sorting while powered Remove automatic mode Apply translations
39 Days Ago
Merge from main
39 Days Ago
Merge from water_jump_height_change
39 Days Ago
Increase jump up height when exiting water onto a ledge (13 -> 18)
39 Days Ago
Merge from rpg_skin
39 Days Ago
Fix ammo vis not initialising properly in some cases
39 Days Ago
Merge from main
40 Days Ago
Merge from food_qol
40 Days Ago
Allow food to be stacked regardless of spoil time in the cooking workbench, will use the lowest spoil time so use with caution (food safety is no joke)
40 Days Ago
Food will now no longer spoil if it is in the arctic biome
40 Days Ago
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
40 Days Ago
Merge from fog_fixes
40 Days Ago
Fixed some awkward interactions with the underground layer controller and deep sea toggle
40 Days Ago
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
40 Days Ago
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
40 Days Ago
Merge from parent
41 Days Ago
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41 Days Ago
Merge from map_work
41 Days Ago
Merge from small_ramp
41 Days Ago
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41 Days Ago
Set small ramp collider layer to Vehicle world, solves some clipping issues
41 Days Ago
Merge from parent
41 Days Ago
Possible MapView NRE fix
41 Days Ago
Fixed player placed markers not working in the deep sea The HUD compass will now no longer show a marker if it isn't the same zone as the player (ei. deep sea/mainland) This is applied across all markers - death, mission, team mates, etc
41 Days Ago
Merge from parent
41 Days Ago
Merge from fog_fixes
41 Days Ago
If the player isn't in the deep sea and they swap to it on the map, focus on the exit portal as that's most likely to have some revealed space
41 Days Ago
Fix NRE when spawning deep sea with no cities
41 Days Ago
Switch fog of war drawing to main thread, seems to resolve loading issues Don't allow fog updates until we've received the current state from the server
41 Days Ago
Add a PrefabInformation component to hull_square, hull_corner, hull_triangle and PlayerBoat so they appear on the death screen
41 Days Ago
Force initialise the bounds in DeepSeaPortal on the client, fixes compass marker pointing at the wrong point
41 Days Ago
Apply shelf 11708 from aron.s, fixes growable interactions in floating city
41 Days Ago
Fix being able to open farm door from below
42 Days Ago
Fixed small ramp getting destroyed when entering/exiting build mode