userJarryd Campicancel
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13,712 Commits over 2,466 Days - 0.23cph!

44 Minutes Ago
Fixed some pooling issues when going in and out of range of animators running sub systems Added a new ClientOnPlayerMountedWithPlayerModel callback for mountables, is called the first frame the player has a valid player model Using this bypasses the recurring issue that ClientOnPlayerMounted is called before a player model exists when coming into network range of a player Didn't make a matching dismount version as we don't have the same problem when leaving network range
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
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Today
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
Today
Added an example OneShotAnimationSubSystem for handling event driven animations
Today
Added debug.animatorsubsystemdebug convar that prints out the currently active sub systems Each system can add to the debug readout with component specific info (eg. per clip blends)
Today
Added a TwoAnimBlend example
Today
Add general fade in/out support
Today
Exploring a new AnimationSubSystem class to standardise the new player model handle techniques we've been using for various one shots and other features Replaced the dedicated OnPhone state in the PlayerAnimator with a new TelephoneAnimationSubSystem
Today
Merge from elevator_fixes_apr_26
Today
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Today
Allow elevator cables to update while offscreen
Yesterday
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Yesterday
Some new Light LOD system tests
Yesterday
Merge from elevator_fixes_apr_26
Yesterday
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
Yesterday
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
Yesterday
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
Yesterday
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
Yesterday
Compile fix
Yesterday
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers Fixed incorrect animations on the smoke grenade and firecracker animation overrides
Yesterday
Fixed broken NVG sounds
Yesterday
New StateSync component for weapon animators Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
2 Days Ago
Enable single frame parenting for AK mag drop effects
2 Days Ago
HMLMG mag drop now detaches from parent and plays in world space Fixes mag being affected by weapon position/rotation of gun and motion blur issues
2 Days Ago
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2 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
Added new TriggerMonumentIOArea component that allows IO wiring inside the bounds even if those bounds are within a monument (still won't work if the player is build blocked)
3 Days Ago
Crude produced at a monument is locked, can only be moved via IO Stays locked once it's transferred into the car fuel tank, can only be removed at a car lift Items flagged as Locked are now blocked from moving via MoveItem RPC (might have side-effects)
3 Days Ago
Merge from ducked_splash_fix
3 Days Ago
Slight change for better LOS check
3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
Merge from main, many conflicts Auto resolved all code changes except for BallistaGun, used IK handling on this branch Auto resolved all prefab changes except for salvaged_cleaver.entity, used the holster position/rotation on this branch
6 Days Ago
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6 Days Ago
Merge from easter_disable_2026
6 Days Ago
Disable easter event
6 Days Ago
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6 Days Ago
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6 Days Ago
Merge from main