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13,014 Commits over 2,223 Days - 0.24cph!

2 Days Ago
Trying out Unity's VHACD convex collider generator, might help with generating convex colliders for objects deployed on boats (going to be an issue going forwards) Seems to work reasonably well on some meshes, not at all on others. Needs more investigation Set up an editor window to expose the settings and spawn the colliders in the scene for testing
2 Days Ago
Merge from hardcore_refresh (no build as there are menu compile errors that need to be merged)
2 Days Ago
Fixed not being able to assign another player their full bag limit on vanilla servers (this behaviour now only kicks in when a server is running fog of war or no map) Fixed incorrect bag count being sent to player when they assign one of their bags to another player
2 Days Ago
Possibly fixed some issues with modifiers not calculating time properly
2 Days Ago
Codegen to fix compile errors
2 Days Ago
Merge from main
3 Days Ago
Removed the 20%, 40% and 60% scrap cost increase in hardcore, tech tree costs should match vanilla (just without guns)
3 Days Ago
Merge from main
3 Days Ago
Readd wearable randomisation component, add a toggle that controls whether it runs, turned it off on the pilot hazmat Added debug.blockWearableMaterialRandomisation admin convar for media that will block the randomisation process entirely
3 Days Ago
Merge from main
3 Days Ago
Fixed NVG looping sfx getting lost when modifying other clothing
3 Days Ago
Update spawned viewmodel with same skin colour as preview model
3 Days Ago
Spawn a player model instead of a BasePlayer Spawn the associated entity via ItemModEntity and equip it via WorkshopPlayerPreview Turn the spawned player model 180 degrees Add an Image component to the button used in this scene and populate it with the item icon Codegen so that the static fields in this scene are handled by domain reload
3 Days Ago
Move EmissionScaledByLight out of Update into a work queue capped at 0.01ms/frame, should save around 0.05ms a frame on a proc gen map
4 Days Ago
Merge from main
4 Days Ago
Disable WearableRandomMaterial, was just an internal test
4 Days Ago
Merge from tutorial_baked_foliage_removal
4 Days Ago
Scene changes
4 Days Ago
Update some outdated splats on tutorial island
4 Days Ago
Merge from main
4 Days Ago
Don't allow non clothing or clothing that would be considered conflicting to be loaded onto the mannequin
4 Days Ago
Update mannequin to mimic player part creation process using a new skin set, this will allow us to selectively disable the parts of the mannequin like we do player parts
4 Days Ago
Allow the mannequin inventory to be opened
4 Days Ago
Codegen
4 Days Ago
Merge from pilot_hazmat_dlc
4 Days Ago
Merge from main
4 Days Ago
Adjust the logic that triggers the WearableEyeViewAdjustment behaviour so that it happens when the player is killed (set isLocalPlayer on the corpse player model and check for First person view)
4 Days Ago
Added new WearableRandomMaterial component, allows material randomisation per item
4 Days Ago
Merge from main
5 Days Ago
Spawn player example
5 Days Ago
New scene, no gameplay
5 Days Ago
Merge from naval_update
5 Days Ago
Merge from main
5 Days Ago
Fix not being able to repair skinned weapons that are crafting blocked by game mode (eg. redirect ak skins)
5 Days Ago
Merge from hardcore_refresh
5 Days Ago
Merge from main
5 Days Ago
Slight tweak
5 Days Ago
Fixed an edge case where a sprinkler would be visually spraying but not draining water or affecting sprinklers after the power was cut to a water pump
5 Days Ago
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6 Days Ago
Merge from hardcore_refresh
6 Days Ago
Another possible map clearing while server restarts fix
6 Days Ago
Merge from hardcore_refresh
6 Days Ago
Fill in changes on hardcore prefab (for inventory game mode UI)
6 Days Ago
Merge from hardcore_refresh
6 Days Ago
Updated the compass description to mention the behaviour when it's on the belt bar
6 Days Ago
Fix a regression where the map was briefly visible when the map was closing while fog of war is active
6 Days Ago
Don't give the player the selected item (we don't want multiple viewmodels) Don't override the vm position and allow vm camera renderering, instead allow us to override where the vm camera renders from (for these purposes adjusting it 50m down is fine)
6 Days Ago
Reapply stomped changes
6 Days Ago
Merge from main (had to stomp BaseViewModel changes)
6 Days Ago
Merge from hardore_refresh