userJarryd Campicancel
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13,162 Commits over 2,407 Days - 0.23cph!

Today
Changed cowbell AnimationCrossfadeDuration to 0 (was 0.1) Fixes majority of cowbell animation getting lost in the transition (affected the old player model as well)
Today
Updated the trumpet_idle_play anim in the PlayerAnimator to point to the new trumpet_idle_play anim Override controllers override clips and not states so this broke all of the other instruments, reapplied idle animations on guitar, cowbell, flute, tambourine and tuba
Today
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim Fixes double fire anim
Today
Merge from main
Today
Merge from main
Today
Mark torcholder active pfx LOD as dynamic
Today
Added a test to detect redirect items referencing themselves as IsRedirectOf
Yesterday
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Yesterday
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Yesterday
Fixed bass guitar
Yesterday
Also fixed the jerry can guitar
Yesterday
Fixed acoustic guitar deploy model Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
Yesterday
Only play the cassette recorder attack anim when playing, not stopping Swap record and play overrides in the hold type
Yesterday
Updated hold position of tuba, got zeroed out for some reason
Yesterday
Updated holdtype.xylophone Updated mallet hand positions on xylophone xylophone.deployed.static is now a prefab variant of the original
Yesterday
Remove some sockets from the static verison
Yesterday
drumkit.deployed.static is now a prefab variant of the original drumkit, ensures all player model changes have been carried over
Yesterday
Right foot instrument IK controller now uses the rotation of the target transform (no animation) Added a left foot IK target field, won't react to any instrument activity, just a static position
Yesterday
Prevent look rotation is zero errors from vines (in theory, no repro)
Yesterday
Added equivalent inspector support for MeshCull
Yesterday
Show debug info about current LOD quality level and whether the LOD component is considered small
Yesterday
Merge from main
Yesterday
Redirect skins will now use the rarity (despawn and regular) of their root item to calculate despawn times
Yesterday
Possible fix for AmbientLightLOD not correctly turning on some lights (would need a bit of testing throughout the world)
3 Days Ago
Fixed incorrect settings on TC skins and xmas sled, doesn't look like it was breaking anything in game though
3 Days Ago
Added tests for checking common issues on redirects (item rarity, craftable, researchable, etc)
3 Days Ago
Merge from main
3 Days Ago
Fixed not able to skin space LR back into the default LR
3 Days Ago
Added a test for ensuring redirects are linked back to their source item, checks every redirect skin
3 Days Ago
Fix new scientists not working with hunting trophies Had to add a new OverrideClothing field to the HeadDispenser as the new scientists don't have a clothing inventory
3 Days Ago
Applied same logic to eat and clear options
3 Days Ago
Harvest/Havest All/Clone/Clone All radial menu options now get disabled instead of being removed entirely if they are not available
3 Days Ago
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3 Days Ago
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4 Days Ago
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4 Days Ago
Added a UI display if redo shot has been bound
4 Days Ago
Fixed debug camera resetting to wrong position when a shot is redone Add demo.redoCurrentShot convar, can be bound
4 Days Ago
Merge from main
4 Days Ago
Merge from naval_update
4 Days Ago
Fixed missing terrain collider on tropical island 1
4 Days Ago
Merge from naval_update
4 Days Ago
Merge from main
4 Days Ago
Wearable component now adds the relevant label to the prefab when preparing prefabs Added some help to describe what to do if clothing isn't appearing in the icon generator
4 Days Ago
Fixed conveyors hooked up to dropboxes not pulling the last item slot
4 Days Ago
Better error message when placing something on a player boat that has vehicle large layer excluded
4 Days Ago
Merge from main (PlayerAnimation.controller conflict, merged automatically)
7 Days Ago
Merge from workcart_leak_fix
7 Days Ago
Merge from water_junkpile_climb_fix_again
7 Days Ago
Remove ladder volumes from floating junkpiles Add a new prevent movement volume extending underneath each wooden pallet collider by about 1m Prevents players getting stuck underneath junkpiles and makes them much thicker, making the jump out of water check more reliable
7 Days Ago
Merge from naval_update