userJarryd Campicancel

12,322 Commits over 2,557 Days - 0.20cph!

1 Year Ago
Show the water line but increase the blur distance to 25m in cinematic mode
1 Year Ago
Merge from underwater_cinematic_blur_fix
1 Year Ago
underwater_cinematic convar disables blur effect
1 Year Ago
Fixed vehicle parenting
1 Year Ago
Rework colliders on player elevators to prevent plaeyrs getting unparented from the lift platform if they stand too close to the edge of the paltform (they are slightly clipping the lift's mesh collider)
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Merge from parent
1 Year Ago
Server compile fix
1 Year Ago
Revert the Network visibility grid changes to allow proper layered network grids
1 Year Ago
Merge from main
1 Year Ago
Merge from elevator_vehicle_parent
1 Year Ago
Added trike to office lift allowed list
2 Years Ago
Add pedal trike to vehicle whitelist
2 Years Ago
Cabling now works with new parenting structure
2 Years Ago
Merge from main
2 Years Ago
Merge from pickup_item_number_size
2 Years Ago
Fixed the red item dropped messages appearing too large
2 Years Ago
Disable auto sizing on the number field if the item name on an item pickup notice is < 10 characters Don't show the total item amount in brackets if it's the same amount that you just picked up Very minor allocation improvement
2 Years Ago
Merge from main
2 Years Ago
Merge from dome_collider_fixes
2 Years Ago
Merge from dynamic_vendor_pricing
2 Years Ago
Clamp PriceUpdateFrequency
2 Years Ago
First pass on separating elevator lifts from their parent entity
2 Years Ago
Merge from minigun_unload_fix
2 Years Ago
Merge from simulate_compile_errors
2 Years Ago
Added OutputPath parameter Added AllowUnsafeBlocks parameter Added a None build as well Added a basic sanity check on the defined constants we get from msbuild to ensure it ran successfully and is up to date
2 Years Ago
Merge from main
2 Years Ago
Fix exception when unloading a minigun with exactly 256 bullets currently loaded
2 Years Ago
Increased LOD distance of walkways on airfield towers, pre HLOD
2 Years Ago
Another attempt at preventing the homing missile launcher UI from staying on screen when spectating
2 Years Ago
Possible improvement to number sizing on item pickup UI widgets
2 Years Ago
Merge from main
2 Years Ago
Fixed not being able to skin SB TC back into a regular TC via the spray can
2 Years Ago
Industrial storage adaptors no longer block player movement
2 Years Ago
Merge from block_dof_playback
2 Years Ago
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
2 Years Ago
Cleaned out broken shrub prefabs from airfield Fixed walkways not getting included in HLOD mesh resulting in floating mesh
2 Years Ago
Fixed a misaligned shadow proxy on wall_plaster_300 prefab S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
2 Years Ago
Fixed ladder_prop prefab having a box collider instead of it's mesh collider Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
2 Years Ago
S2P junkyard and launch site as they also used the offending walkway prefab
2 Years Ago
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
2 Years Ago
Merge from spectator_team_fix
2 Years Ago
Another attempt at fixing the spectator display showing incorrect team member names while spectating Also made a small performance improvement
2 Years Ago
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
2 Years Ago
Merge from travelling_vendor/dynamic_pricing Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
2 Years Ago
Decouple dynamic pricing entirely from in-game time, now operates off real time Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month) Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
2 Years Ago
Added NPCVendingMachine.UseRealTime toggle, will use the system clock instead of the in-game clock when adjusting prices Recommend adjusting IntervalHours down dramatically when using this option so that prices don't take 5 real time days to adjust (setting this to 5 would match the current behaviour) If changed at runtime resetDynamicPricing should be called afterwards to resync the pricing to the new clock This would also have a side effect of making prices adjust while the server is offline - prices will be processed to make up for the missing time when a server is booted up again
2 Years Ago
Merge from main
2 Years Ago
Update branding