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13,628 Commits over 2,466 Days - 0.23cph!

25 Minutes Ago
Fixed some redirects
31 Minutes Ago
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
46 Minutes Ago
Merge from main
49 Minutes Ago
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50 Minutes Ago
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51 Minutes Ago
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3 Hours Ago
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
4 Hours Ago
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
5 Hours Ago
Merge from main (no conflicts)
Today
Refactor f1 grenade input handling to not rely on viewmodel events, fixes them not being throwable in third person Should be unchanged for players
Today
Enable Decal layer 0 on atlas_crypt_blend.mat for spray can compatibility
Today
Commit changed metas from NukeDistant merge
Today
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
Yesterday
Hair dye is now calculated with it's own random generation instead of relying on a combination of hair type and index Should distribute hair colours more uniformly
Yesterday
Added a Clear active property block button to SkeletonSKin, will only appear at runtime
Yesterday
Merge from parent
Yesterday
Fixed end of tutorial cinematic
Yesterday
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
Yesterday
Increase walk speed animation to 1.5 (was 1.2)
Yesterday
Merge from main (no conflicts)
4 Days Ago
Fix player aim getting set incorrectly after switching from a seat with aim support to a seat with no aim support Uses an old hack we did for the snowmobile, apply it across the board now and also trigger it if the mountables animateVehicleAim360 state is changing
4 Days Ago
Merge from island_water_volumes
4 Days Ago
Merge from combat_knife_rotation_fix_2
4 Days Ago
Merge from balloon_clump_lod_distances
4 Days Ago
Merge from recycler_ammo_fix
4 Days Ago
Merge from floor_frame_grill_fix
4 Days Ago
Merge from ladder_hatch_sfx_range
4 Days Ago
Merge from xor_typo_fix
4 Days Ago
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
4 Days Ago
Merge from main
4 Days Ago
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
5 Days Ago
Merge from new_achievements_apr26
5 Days Ago
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
5 Days Ago
Merge from command_alloc
5 Days Ago
Renames Add a skinnable for half shelves and single shelves
5 Days Ago
Created new hidden/uncraftable base storage horizontal and vertical storage barrels Added skins for original storage barrels, abyss, warhammer and jungle versions Can now use the spray can or repair bench to reskin between these versions Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin No changes to crafting menu, these barrels still appear as separate items there
5 Days Ago
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
5 Days Ago
Fix NRE when renaming a demo shot to a name that already exists
5 Days Ago
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
5 Days Ago
Remove log when loading player inventories for the first time
5 Days Ago
Merge from main
5 Days Ago
Merge from main
6 Days Ago
Route VM inventory to admin panel Remove intial vending orders Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
6 Days Ago
Disable VM broadcast option Route vm admin to a control panel
6 Days Ago
Can now paint the sign while interacting with the rentable shop
6 Days Ago
Merge from main
6 Days Ago
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
6 Days Ago
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
7 Days Ago
Merge from main
7 Days Ago
Merge from ugc_screen_blur_fix