userJarryd Campicancel

12,550 Commits over 2,619 Days - 0.20cph!

2 Years Ago
Merge from main
2 Years Ago
Merge from npc_dynamic_pricing_updates
2 Years Ago
Changed the default npc vending machine price update frequency to every 3 hours (was 5) Added new PriceUpdateFrequencyBiWeekly and PriceUpdateFrequencyWeekly convars, defaults to 2hrs and 1hr respectively Vending machines will use these if the server is running a bi weekly or weekly wipe schedule, requires the correct tag assigned in server.tags (specifically "biweekly" or "weekly") Added npcvendingmachine.ResetFrequencyTags, this needs to be called to adjust pricing if the servers tags are changed at runtime, mostly for testing
2 Years Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement (on the right branch this time)
2 Years Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement
2 Years Ago
Merge from hackweek_accessibility_colourblind
2 Years Ago
Disable the clan name tag option, it's unused (just need to enable the gameobject when we're ready)
2 Years Ago
Merge from hackweek_accessibility_colourblind
2 Years Ago
Make AccessibilityComponent abstract
2 Years Ago
Don't recreate the decal material if not needed
2 Years Ago
Merge from main
2 Years Ago
New vendor refreshes item selection (every 60s right now for testing) Happens regardless of whether the vendor is alive or not
2 Years Ago
Don't show map marker for water well NPC
2 Years Ago
First pass on a shopkeeper NPC in the water well (only on D variant right now) Can be killed by players, will not drop any loot Will respawn after 30-60 minutes Shop is inaccessible while the shopkeeper is dead (so please be nice) Some minor shopkeeper cleanup, converted a generic flag into a named const flag for better tracking and invisible vending machines no longer need to do a Vis.Entities every time they sell something or look at the player
2 Years Ago
Added 1 - 2 food cache spawners to water wells b,c,d,e
2 Years Ago
Set up prefabs and first pass on loot table (mixture of high quality food and teas)
2 Years Ago
Unsaved, thanks plastic
2 Years Ago
Clean up food cache prefabs (correct mesh LOD settings, removed unneeded colliders, added RendererBatch to pickle jars) Move Food Cache folder to Prefabs/Misc/Food Crate (as this is not a deployable)
2 Years Ago
Merge from Food_Cache
2 Years Ago
2 Years Ago
Burst compile the bone jobs
2 Years Ago
WIP clear held entity button, not working for some reason
2 Years Ago
Fixed pose window always saving data to ADS slot Exposed fields on weapons to declare which aim pose data to use Fixed component not working at runtime, can actually see poses in gameplay now
2 Years Ago
Fixed not being able to edit poses
2 Years Ago
Mask out aim poses on deploy
2 Years Ago
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything) Update the upgrader script to apply these changes
2 Years Ago
Working Left Hand IK implementation
2 Years Ago
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
2 Years Ago
WIP left hand IK, still not working
2 Years Ago
Refactor IK to specify right hand, in prep for left hand pass
2 Years Ago
Compile fixes, cleanup
2 Years Ago
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting) Uses same system as boogie boards
2 Years Ago
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped) Fixed mushroom colouring not being applied to dropped mushrooms
2 Years Ago
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia Also supports a custom mode
2 Years Ago
Turn on cast shadows for LOD0 of the mushroom clusters Hooked up the new mushroom materials to the colour swap pallette
2 Years Ago
Fixed offset not being 1:1
2 Years Ago
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone Still not quite 100% accurate to the authored gun position Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
2 Years Ago
Merge from main
2 Years Ago
Fixed actual gameplay prefab for testing
2 Years Ago
Merge from missing_component_warning_cleanup
2 Years Ago
Moved all ModelViewer assets into an Editor folder to hopefully prevent it being included in asset bundles
2 Years Ago
Removed the missing component on the demo playback record shot object, unsure what it was but the functionality seems unchanged
2 Years Ago
Fixed gibs getting spawned when picking up an elevator
2 Years Ago
Fixed player placed elevators not working
2 Years Ago
Fixed the neon light in player placed elevators causing a material leak, now uses MaterialPropertyBlock
2 Years Ago
Fixed elevators not being able to move if they are in a different network group to their parents
2 Years Ago
2 Years Ago
Added support for two sets of data to be loaded onto a pose at once, a default and an alt set The alt set will be used for ADS Supports blending between the two with a weight so we can animate it
2 Years Ago
Merge from parent
2 Years Ago
Merge from parent