userJarryd Campicancel

12,752 Commits over 2,315 Days - 0.23cph!

2 Years Ago
Merge from Twitch_Rivals_IV/map
2 Years Ago
Merge from Twitch_Rivals_IV
2 Years Ago
None mode compile fix
2 Years Ago
Added support for showing all members of every team on the map while spectating For this to work the spectator needs to run "global.toggleSpectateTeamInfo 1" to start sending the data By default all teams are shown, on the client the BasePlayer.filterSpectateMapTeamID can be used to filter to a specific team (0 = show all teams) Map markers are shown in the correct team colour and will match their nametags RelationshipManager.createAndAddToTeam will no longer NRE when attempting to assign a player to an existing team (they will get assigned to that team) Moved colours for friendly/hostile/clan into static colours instead of the player nametag prefab for access elsewhere
2 Years Ago
Merge from Twitch_Rivals_IV
2 Years Ago
Merge from Twitch_Rivals_IV/racing
2 Years Ago
Added a timeout for races (WaypointRace.raceTimeout convar, defaults to 15 minutes) Move WaypointRace component to vehicle position every frame so the player will never leave network range Tighten up toast wording
2 Years Ago
Improve GameObjectToggleState handling in different hierarchies
2 Years Ago
Added a GameObjectToggleState state machine behaviour, can specify a range of an animation in which a given gameobject in the hierarchy can be on or off Assigned to single reload anim to toggle the ammo mesh on and off
2 Years Ago
Fixed barrel attachments not working (transform needed to be called "barrel")
2 Years Ago
WIP support for showing multiple teams on the map view while spectating (and potentially all players?)
2 Years Ago
Added a Waypoint Race system Can be started via WayPointRace.startRace convar Will look for a series of waypoints based on a passed string, eg. calling "startRace air_race" will make a race out of the named waypoints with the air_race prefix (air_race0, air_race1, etc) All vehicles within 20m of the starting waypoint will be considered participants Players receive a toast with a time at each checkpoint, a toast when they end the race with their final position and time and when all players have finished the race a timing sheet for everyone is sent via chat Added a helipad start point to craggy island with an example set of waypoints
2 Years Ago
Add global.updateNetworkPositionWithDebugCameraWhileSpectating, allows the debugcamera to update network groups as it moves around This will only work if the player is currently spectating, when this enabled and a debugcamera is active the spectating player will be unparented from their spectate target
2 Years Ago
Added Mint (teamid 9000/colour aeeeee) and Lavender (teamid 10000/colour ffe7ff) to the set of hardcoded team id colours Added RelationshipManager.createAndAddToTeam that takes a uint parameter for easy testing (eg. RelationshipManager.CreateAndAddToTeam 9000 will make a new team with that ID and assigns the player in front of you to that team)
2 Years Ago
Added a new item definition field - treatAsComponentForRepairs Our repair cost calculation will automatically substitute any items in the Component category with another resource, but some deployables have been using items in the resource category like CCTV cameras as a crafting cost By marking an item as treatAsComponentForRepairs, it will use the desired behvaiour even though it's in the wrong category resepair wise Applied to RF Broadcaster, RF Receiver, Targeting Computer and CCTV camera This should fix repair behaviour on Auto Turrets and Computer Stations Also fixed some rounding issues that could result in a repair csot of 0 for a given resource, the minimum repair cost for any ingredient will now be 1 This behavioiur should be consistent between the hammer and the repair bench
2 Years Ago
Label power input on audio alarm
2 Years Ago
Standardised convo 4 and 6 so that the loopback conversation option is always the last option in the list
2 Years Ago
Properly remove tutorial island respawn options when finishing the tutorial
2 Years Ago
Merge from main
2 Years Ago
Disable drop to ground on ore spawners, might stop ores getting placed on the ocean floor underneath the island Fixed loading during a tutorial not working
2 Years Ago
Remove missing component from terrain asset Another link test
2 Years Ago
Fix TreeEntity merge issues
2 Years Ago
Merge from main
2 Years Ago
Rename new shotgun folder to M4 Shotgun Fixed attachments not apperaing due to lingering, disabled attachment slots on the prefabs, this fixed attachments appearing on the viewmodel Removed duplicate Model components on the entity, this was causing attachments to not appear on the held entity
2 Years Ago
Apply the heldEntitySpineAimOffset to the head as well (still looks bad, but slightly better than before)
2 Years Ago
Moved IK settings on Held entities into a dropdown Moved disable spine IK and disable head IK into the held entity Exposed a spineAimOffset, this modifies the target angle of the spine IK per held entity
2 Years Ago
Fixed multiple tea and pet vital bars appearing (we should modify GameUI.Hud.Vitals in future instead of adding vitals in parent prefabs)
2 Years Ago
Split different IO budget systems into specific queues by type. This should allow servers to maintain responsive monument IO even if something player deployed is throttling the IO queue. Removed IOEntity.framebudgetms convar Added IOEntityconvars: -frameBudgetElectricHighPriorityMs (default 1ms) -monument IO entities -frameBudgetElectricLowPriorityMs (default 0.5ms) -all player placed electrical entities -frameBudgetFluidMs (default 0.25ms) - all player placed fluid entities -frameBudgetKineticMs (default 1ms) - a small selection of monument entities like door wheels -frameBudgetGenericMs (default 1ms) - currently unusued -frameBudgetIndustrialMs (default 0.25ms) - all industrial entities (this is separate from server.frameBudgetIndustrialMs where most of the work happens, hence the small budget)
2 Years Ago
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2 Years Ago
Move tutorial island in slightly to prevent getting out of bounds killed on proc gen maps
2 Years Ago
Fixed in terrain checks not working on tutorial island
2 Years Ago
Fixed player inventory preview not displaying correct clothing after assigning a player to a wanted poster
2 Years Ago
Don't allow trophy bags to be marked as On (and show the cooking symbol) if they are in the inventory of a horse and a player mounts that horse
2 Years Ago
Fixed some wire tool exceptions when attempting to make an industrial connection through solid objects
2 Years Ago
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2 Years Ago
Trespass changes
2 Years Ago
Merge from main
2 Years Ago
Compile fix
2 Years Ago
Increased the size of the global LOD grid to account for tutorial island placement, fixes everything on the island getting culled
2 Years Ago
Move islands closer to the edge of the map
2 Years Ago
Add some logs to the MeshTerrainRoot process to try and catch what's going wrong in the build
2 Years Ago
Add the unity timeline package to the link.xml to prevent il2cpp from stripping the classes
2 Years Ago
Update new avatar meta guid
2 Years Ago
Merge from PlayerRIgUpdate/unity2021
2 Years Ago
More bundle assigning for cinematic, removed terrain to mesh dll at runtime
2 Years Ago
Manually include the end cinemative in the asset bundle
2 Years Ago
Fixed ores appearing at the wrong scale on tutorial island (used wrong ore prefab) Fixed incorrect number of metal ores
2 Years Ago
Fixed insufficient cloth spawning on island
2 Years Ago
Make the end of tutorial end via a wide trigger rather than a move point objective Make a new trigger type mission objective
2 Years Ago
Optimisations