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12,023 Commits over 2,527 Days - 0.20cph!

Today
Prototype cyilnder water volume
Today
Merge from softcore_updates_jul_26
Today
Codegen
Today
Fix redirects of default items being included in softcore reclaim (eg. abyss torch)
Today
Default gather rate to 2x
Today
Convert convar to gamemodesoftcore.gather_rate, now only applies in softcore
Today
Added new GatherRate server convar Multiplies total resources received from ResourceDispensers and CollectibleEntities Should cover trees, nodes, collectable plants (not farmed), and harvestable corpses
Today
Add inventory popups for items collected from reclaim functionality of rentable shop
Today
Merge from aniso_filtering_texture_fix
Today
Merge from Fix_odd_deployguides
Today
Merge from clan_bugfixes
Today
Fixed rentable shop signs not loading on non owner clients
Today
Don't fail the test if the prefab has a Wearable tag but has no actual wearable (SkinViewer2.prefab for some reason?) Don't fail the test if disable rig stripping is set to true (fixes some pooling errors with burst cloth) Added all of the missing pooling components, found 95
Today
Better fix
Today
Fixed break in menu item throwing server side entityref lookup error
Today
New Wearable pooling test, ensures every wearable has a poolable component
Yesterday
Fix crash when firing weapons - sorry!
Yesterday
Merge from PlayerRIgUpdate2
Yesterday
More performance improvements to the player censor, only takes 0.02ms now., removed a GetComponentsInChildren
Yesterday
Implement lockpick mechanic on rentable vending machines Lockpick can be used on a rented vending machine not owned by the using player, allows access to the vending machine inventory for ApartmentCommands.intruderauthseconds convar (300s by default)
Yesterday
Move shop costs (InitialScrapFee, ProtectionFromTakeoverHours, ScrapPerHourRent) are now replicated, unchanged values
Yesterday
Swap EntityRefs to Syncvars, remove synced NetworkableIds
Yesterday
Merge from containerioentity_sorting
Yesterday
Merge from main
Yesterday
Fixed non local players missing some animations for melee weapons Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
Yesterday
Merge from PlayerRigUpdate2
Yesterday
Fixed animation warnings on torch
3 Days Ago
Merge from shield_disconnect_fix
3 Days Ago
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects Replaced the singleton access in disconnect of the map screen and death screen Fixed shield leaving power bar on screen when player disconnects
3 Days Ago
Typo fix
3 Days Ago
Shave off a 40b allocation every time we calculate if the player model needs to show censorship cubes
3 Days Ago
Added framework for blocking some items in rentable store inventory
3 Days Ago
Merge from demo_cfg_frame_0
3 Days Ago
Adjust timing so this runs after replicated vars are applied
3 Days Ago
Merge from PlayerRigUpdate2
3 Days Ago
Don't run the sprint sub system on npc's
3 Days Ago
Merge from PlayerRigUpdate2 (new upper body controller for vanilla hatchet)
3 Days Ago
Merge from melee_subsystem_weapons
3 Days Ago
Some more mild sub system editor speed ups
3 Days Ago
Bring in both arms on the attack state
3 Days Ago
Fixed SetParameterLerpAnimatorBehaviour not working
3 Days Ago
Switched the attack hit animation support to use a blend tree Allow instant transition to aim state even during attack anim (emulate viewmodel behaviour)
3 Days Ago
SetParameterLerpAnimatorBehaviour now interfaces directly with the playable
3 Days Ago
Merge from parent
3 Days Ago
Removed on phone animator state and parameter (now handled by subsystems)
3 Days Ago
Merge from main
3 Days Ago
Merge from phone_handle_fix
3 Days Ago
Fixed phonebooth handset position as well
3 Days Ago
Cache the button attribute lookup on AnimationSubSystems editor, improves some GC while inspecting sub systems at runtime (but performance is still terrible for some reason) Fixed telephone using wrong player animation Fix phone handle alignment with r_prop Converted deployable telephone to MeshLOD, removed an array of transforms from the component and 15kb from the prefab
4 Days Ago
Merge from demo_cfg_frame_0