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11,183 Commits over 1,980 Days - 0.24cph!

3 Days Ago
Fixed water pistol not sitting in hand properly while a shield is equipped
3 Days Ago
Merge from primitive
3 Days Ago
Fixed exception when equipping a shield while a shield compatible weapon is already held
4 Days Ago
Merge from cmBrainEnabled
4 Days Ago
Added debug.cmBrainEnabled convar to enable/disable a cinemachine brain attached to the main camera (if it exists) Convar is saved and defaults to off
4 Days Ago
ESPCanvas convars (DisableOcclusionChecks, OverrideMaxDisplayDistance, ColourCodeTeams, UseRandomTeamColours, etc) will now work if the player is first person spectating Previously only worked if the local player was in debug cam mode
4 Days Ago
Added a nicer way to GetActiveShield(), cuts down on some repeating inventory reads Don't show the crosshair when blocking with a shield while a gun is equipped (you can't shoot anyway)
4 Days Ago
Merge from primitive
4 Days Ago
Another attempt to fix the player corpse not implemented exception
4 Days Ago
Call SetHeld(false) before clearing the owner player rather than after Fixes some logic in that method failing because it needs the owner player to be able to access the current shield if the equipped weapon is being dropped
4 Days Ago
Fixed case where player could hit their own shield with melee weapons
4 Days Ago
Enabled shield compatibility on: Skinning Knife Water Pistol Candy Cane Club Flashlight Concrete hatchet + pickaxe Lumberjack axe Shovel Bone Knife Frontier Hatchet Combat Knife Stone Pickaxe
4 Days Ago
Show whether a gun can be used with a shield in the info panel Minor layout reshuffling in the inventory, crafting and tech tree panels to support this
7 Days Ago
Experimental changes to try and resolve the slight player rotation wobble when entering/exiting parenting volumes
7 Days Ago
Merge from zipline_dismount_angle
7 Days Ago
Improved behaviour of zipline dismounts Now checks if a zipline position has a valid dismount before saving it as a safe dismount point Increased the radius of the zipline capsule when checking if it can move forwards Should no longer result in players being dismounted into clipping geometry on powerlines if the arrival point is at a harsh angle
7 Days Ago
Codegen
7 Days Ago
Merge from main
7 Days Ago
Merge from protobuf_osx_fix
7 Days Ago
Merge from fix_vending_multiplier_widget
7 Days Ago
Fix incorrect text label on the scrap received multiplier widget in the map screen when inspecting a vending machine Now matches the correct label when interacting with a vending machine in person
7 Days Ago
Both wooden shields now use wooden impact pfx
7 Days Ago
Fixed "ent kill" commands affecting shields
10 Days Ago
Fixed priority of block impact anims so they don't go via the idle state
10 Days Ago
Fixed left hand driven camera animation not working when shields are active
10 Days Ago
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster" Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
10 Days Ago
Merge from primitive
10 Days Ago
Adjust shield holstered positions Removed some placeholder anims
10 Days Ago
Disable write defaults on shield idle
11 Days Ago
Merge from primitive
11 Days Ago
Fixed NotImplementedException on the client when a ragdoll collides with something
11 Days Ago
Fixed jittery movement when noclipping
12 Days Ago
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12 Days Ago
Merge from magnetcrane_deathscreen
12 Days Ago
Merge from xmas2024
12 Days Ago
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check) Enabled on advanced xmas lights
12 Days Ago
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
12 Days Ago
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
12 Days Ago
Improved projectile hit handling for shields Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
12 Days Ago
Fixed melee vm hit block animations not playing
12 Days Ago
Merge from delete_entity_by_id
12 Days Ago
Merge from fishtrap_restart
12 Days Ago
Merge from clearUGCByPlayer_fix
12 Days Ago
Merge from version_auto_printout
12 Days Ago
Run the version command on client startup
12 Days Ago
Merge from bag_pickup_auth
12 Days Ago
Fixed bag interactions when in auth
13 Days Ago
More socket fixes
13 Days Ago
Added snap sockets for the triangle planters to the triangle foundation and triangle floor piece
13 Days Ago
WIP system to track food spoilage Operates via new ItemModFoodSpoiling that stores a countdown in real time for how long an item remains unspoilt Added a new getSpoilMultiplier callback to ItemContainer that can modify the rate food spoils when items are contained within it, powered fridges reduce the rate by 90%