userJarryd Campicancel
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13,382 Commits over 2,435 Days - 0.23cph!

Today
Multiplied the minimum and maximum time of every scheduled event by 0.75 to bring it back in line with the old real time timings now that we've extended time of day Affects: event_cargoheli, event_cargoship, event_helicopter, event_airdrop, event_f15e, event_roadbradley, event_travellingvendor
Today
Merge from nightlight_adjustment
Yesterday
Add a temp Change attachment button in the inventory
Yesterday
Add skin ownership check Mark all accessories as unlocked by instruments dlc for testing
Yesterday
FreeCraft editor option now makes the craft button in the UI always enabled Attachments are now stored with the item (like a skin) so they travel with the item
Yesterday
Merge from main
Yesterday
Enable box sorting on the component boxes
Yesterday
Change nightlight defaults nightlight_brightness - 0.005 nightlight_distance - 5
2 Days Ago
Better approach, only allow one device per index be connected at once
2 Days Ago
Gibs, colliders
2 Days Ago
First pass regular armoured hatch setup
3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues
3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
3 Days Ago
Another artifical temperature safety check
4 Days Ago
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4 Days Ago
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4 Days Ago
Merge from collectable_optim_pass
4 Days Ago
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
4 Days Ago
Possible genetic growable crossbreeding fix
4 Days Ago
Merge from main
4 Days Ago
Fixed deep sea signal computer server colliders not being stripped on the client Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
4 Days Ago
env.nightlight_brightness defaults to 0.005 (was 0.022) Adjusting due to new darkness levels
4 Days Ago
Safety checks for PartialMobileStaticGrid
5 Days Ago
Merge from island_cliff_water_fix
5 Days Ago
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water No idea what the actual cause is, it doesn't seem to be affected by the ocean topology S2P both islands
5 Days Ago
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5 Days Ago
Added a searchlight debug mode to try and figure out the volumetric animation
5 Days Ago
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
8 Days Ago
Fix PartialMobileStaticGrid NRE on startup
8 Days Ago
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
8 Days Ago
Merge from bushfix
8 Days Ago
Merge from boxes_dlc
8 Days Ago
Merge from signalcomputercollider
8 Days Ago
Merge from mobile_grid_fixes
8 Days Ago
Force the player model to play the deploy animation when switching between entities that use planners
8 Days Ago
Updated held positions for all guitars + bass
8 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
9 Days Ago
Reapply tutorial island mesh, apply correct orientation
9 Days Ago
SplashableStaticGrid is now PartialMobileStaticGrid Added a PartialMobileStaticGrid to GrowableHeatSource so heat sources on boats (or any moving entity) work with planters Fixed PartialMobileStaticGrid not working on entities deployed on a boat being edited and then the boat was finished, now removes and readds itself to the grid in OnParentChanging (had to add a OnParentChanging override in a bunch of places)
9 Days Ago
Merge from boat_aim_sway
9 Days Ago
Apply boat aim sway if the player is mounted to an entity on a boat ADS aim sway is now applied while mounted, might be some unintended side effects of this (although it means things mechanics like clothing accuracy bonuses are now being applied correctly)