userJarryd Campicancel

12,277 Commits over 2,527 Days - 0.20cph!

58 Days Ago
Merge from cargo_double_dock
58 Days Ago
S2P bandit town
58 Days Ago
Fixed misconfigured viewmodel renderers on: Cake Flashlight Beancan grenade Molotov cocktail Water bucket
58 Days Ago
Fixed both flamethrowers not being correctly marked as using the viewmodel renderer Update FlameJet component so that it works in viewmodel renderers, just need to tick external update on the component and the parent EffectParent will handle updating it in the correct world space
58 Days Ago
Fixed gmod toolgun beam not using the right viewmodel space
58 Days Ago
Add legacy crane colliders (crane_tower_a_COL and crane_base_a_COL) from 60177 as new assets (junkyard_crane_base_a_COL and junkyard_crane_tower_a_COL) and apply them to the junkyard_crane_a asset
58 Days Ago
Fixed promote button not working if player wasn't looking at the player they were promoting (now uses new promote_id convar)
58 Days Ago
Layout fixes
58 Days Ago
Hide the bullet in the magazine if the player has one bullet loaded
58 Days Ago
Final tweaks
58 Days Ago
Conversation screen styling updates
58 Days Ago
S2P bandit town, fixes missing misison marker Remove mission/vending icon resizing due to proximity and just make a new toggle for showing missions
59 Days Ago
Fixed animator hasAmmo param not getting populated
59 Days Ago
Merge from gate_serialisation_fix
59 Days Ago
Stomp gates.external.high.stone and gates.external.high.wood with the versions from 96185 and manually apply the change from 96208
59 Days Ago
Merge from external_holdtobuild
59 Days Ago
Server compile fix
59 Days Ago
Client compile fix
59 Days Ago
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote) Remove promote to leader popup when looking at another player
59 Days Ago
Merge from child branch (don't know how that happened)
59 Days Ago
Server side check
59 Days Ago
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok) Shows a progress bar while in process Added two tips to contextually explain what's happening when the player tries to move or taps the button to build Enabled for 3 seconds on all external gates and walls
59 Days Ago
Cleanup
59 Days Ago
Cargo ship now docks at both harbors Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress) Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
59 Days Ago
WIP making cargo dock at both harbors
59 Days Ago
Adjust tax UI display Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
59 Days Ago
Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree Tax rate is assigned by workbench level, defaults are: Tier 1 = 0% tax Tier 2 = 10% tax Tier 3 = 20% tax Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%) Tax rates are displayed on the purchase button on the tech tree This tax is exclusive to the workbench, research table costs are unchanged Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
59 Days Ago
Reuse old p17 empty state logic for sks viewmodel Use events to turn on the shell in the magazine based Build manifest so the gun works after loading/saving
2 Months Ago
Fixed DeferredExtension command buffer allocating 62b of garbage every frame
2 Months Ago
First pass on new UI layout for conversations and mission acceptance
2 Months Ago
S2P compound and bandit town
2 Months Ago
Remove the inventory slots on the static workbench variants, prevents players accidentally transferring scrap from their inventory into hidden inventory slots when right clicking scrap
2 Months Ago
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2 Months Ago
Adjusted minimum font size on tutorial popup
2 Months Ago
FIxed state where tutorial button in menu would show as not usable when it should be usable
2 Months Ago
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
2 Months Ago
Added a metal detector mission objective
2 Months Ago
Match import fbx offsets exactly
2 Months Ago
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
2 Months Ago
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
2 Months Ago
Merge from mission_improvements_may_24
2 Months Ago
Fixed escape key not working anywhere
2 Months Ago
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2 Months Ago
Fixed reload option when selecting a minigun in the inventory not translating properly
2 Months Ago
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
2 Months Ago
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?
2 Months Ago
S2P both stables and fishing villages
2 Months Ago
More map marker size adjustments
2 Months Ago
Don't allow missions to end if the player doesn't have enough slots in their inventory for all of the rewards (includes any applicable bonus rewards) Show an error toast in this case Toasts can now appear while the player is in a conversation
2 Months Ago
Shrink vending machine clusters that are too close to mission marker clusters