userJarryd Campicancel

13,594 Commits over 2,466 Days - 0.23cph!

2 Years Ago
Add a 3m radius line of sight check from the start node of the cargo docking path to each ocean patrol path point when determining which patrol path point should be the harbor approach node If a point has something solid between it at the patrol point the distance is multiplied by 20 - not ruling it out entirely but making any non blocked paths more likely
2 Years Ago
Added an extra container to spawn on docking (when possible) Container cranes will now wait 5-10% of the dock_time convar before they start moving containers Added an additional 5-10% wait for subsequent cranes, so there's less overlapping movement Added some fallback logic in case the ship leaves before the containers are loaded, in this case any yet to be delivered containers will be deleted
2 Years Ago
Harbor crane support arms now update as the arm moves Will need a S2P to work, parking on a branch for next month
2 Years Ago
Trigger the standard cargo ship interval loot refresh on arrival at the harbor, spawns a locked crate, elite crate, 4x military crates and 4x junk crates as long as there are still vacant places to spawn crates Counts as one of the loot rounds for the CargoShip.loot_rounds convar Can be disabled via CargoShip.refresh_loot_on_dock (enabled by default)
2 Years Ago
Remove log
2 Years Ago
Add Position and Rotation offset to ViewmodelCameraAnimation component, works around any strange offsets coming out of maya Set up appropriate offset on minigun and disabled the FadeInTime
2 Years Ago
Add a ladder volume to harbor_crane_static S2P both harbors
2 Years Ago
Add new HideInPlayerPreview toggle on Wearable, enabled on minigun backpack
2 Years Ago
Fix top elevator opening it's doors incorrectly when the elevator is called to the bottom floor and is already on that floor (again)
2 Years Ago
Potential fix for some elevator doors in NMS not working after a server restart Don't spawn the child door in ServerInit if Rust.Application.isLoadingSave, this is likely due to recent monument entity serialization changes This was resulting in a new, overlapping door getting spawned every time a server saves/loads
2 Years Ago
Add ViewmodelCameraAnimation component to the minigun viewmodel Add a FadeInTime to property to that component that fades in the effect over a given time, softens the impact of the starting offset in the source animation clip
2 Years Ago
Add a parent volume to the mesh ladder on the rotating cranes, prevents players falling off if they are on the ladder while it rotates
2 Years Ago
Adjusted rotation of static crane on harbor_2
2 Years Ago
Fix for spawn.cargoshipdockingtest command with parameters not working when multiple harbors are in the world
2 Years Ago
Fix for "Look rotation viewing vector is zero" warning during crane movement after a server restart Fix starting rotation not being saved properly resulting in crane making strange movements when resetting after placing a container after a server has been saved and loaded In the event that this was not saved (staging saves) a crane will copy the rotation of the docking cargo ship as it's starting rotation which should mostly fix the issue
2 Years Ago
Make all LODs on cranes dynamic S2P both harbors
2 Years Ago
Merge from save248/crane_lods
2 Years Ago
Discard changes on this branch to harbor_crane_dynamic_pickup and harbor_crane_dynamic_rotate, they were unable to be merged with the changes that happened on save248 after this was branched Reimplement LODs on all renderers on both cranes, updated decals
2 Years Ago
Fix minigun backpack visual not being removed if player drops minigun item
2 Years Ago
Merge from save248
2 Years Ago
Added a prefab information to CargoShipTest so it can appear localised and with an icon on the death screen It's currently missing an icon
2 Years Ago
Fixed cranes picking up containers not properly aligning their coliders on the server, leading to flyhacks and bad movement
2 Years Ago
Merge from main
2 Years Ago
Fixed the find scrap tutorial step not working if player finds the hidden crate first
2 Years Ago
Merge from main
2 Years Ago
Don't show the minigun backpack model if the player has anything equipped in the backpack slot
2 Years Ago
Add viewmodel camera animation component to minigun viewmodel Zeroed out the camera transform so it's at 0,0,0 pos/rot
2 Years Ago
Added WearableWhileEquipped property to HeldEntity, allows us to add a piece of clothing onto the character whenever the player deploys that entity
2 Years Ago
Merge from main
2 Years Ago
Merge from minigun_2024/viewmodel_camera_anim (support for modifying camera pos/rot via a dedicated animated bone on the viewmodel)
2 Years Ago
Cherrypick 91693, 91692, 91667 from viewmodel_camera_anim (skips the changeset with LR anim changes, out of scope for this month)
2 Years Ago
Cherry pick 94988
2 Years Ago
Fixed containers not getting properly parented to cargo ship after a server reboot if the server was shut down while the cranes were working
2 Years Ago
Reserialize every material in the project (1527 changed materials)
2 Years Ago
Fix progress bar not working
2 Years Ago
Merge from main
2 Years Ago
Move skinnable asset into root Tool Cupboard directory and fixed prefab name
2 Years Ago
Make BindRendererBouds component IClientComponent to fix asset warmup issues in server prefabs Updated construction guide mesh
2 Years Ago
Fixed not being able to convert a retro TC to a vanilla TC with spray can (make it's repair target the retro TC item def so that spray can understands the relationship) Fix spray can not copying over authorized players when switching between redirect TC skins
2 Years Ago
Adjusted resting position of container pickup cranes so the arm rests at around 40 degrees, should make it easier to climb when not moving containers S2p both harbors
2 Years Ago
Fixed rotation on hanging ladder on rotating crane
2 Years Ago
Fixed cargo ship not finding nearby cranes if more than one harbor was in the world at a time Put a heap of debug logs in case this still doesn't fix the issue
2 Years Ago
Fix swing bridge moving on the Y slightly when it opens and closes at harbor_1
2 Years Ago
Enable r/w on swing bridge collision meshes
2 Years Ago
Another tugboat spawn change for harbor_2
2 Years Ago
Moved tugboat spawns in both harbors to the other side of the island
2 Years Ago
Shrink container spawn check slightly
2 Years Ago
Adjusted cargo dock position in harbor_2
2 Years Ago
Removed all RendererBatch components from the container dressing Marked all MeshCull scripts in the dressing as dynamic
2 Years Ago
Don't spawn containers if an entity is blocking the spawn point (includes players, vehicles and deployables) Other slots should pick up the slack and get more spawns but if all slots are occupied no containers will spawn a ship docks