userJarryd Campicancel
reporust_rebootcancel

15,155 Commits over 2,680 Days - 0.24cph!

4 Hours Ago
Merge from main
4 Hours Ago
BaseProjectiles will now always reset the hold type (and trigger the deploy animation) in third person when equipped, even if the player already had a matching weapon with the same animations equipped Fixes the reload continuing in third person when switching between identical guns
5 Hours Ago
5 Hours Ago
5 Hours Ago
Reworked sprint metabolism system (for next wipe, todays wipe is just the flat 10% penalty) Increased sprintmetabolismscale to 1.3 (30%) Scale is now decided by a new stat on armour - Sprint Effort Added Sprint Effort to the more effective armour items - Roadsign, Heavy plate, ballistic WIP values for now: Metal facemask + chest plate + roadsign kilt + roadsign gloves = 100% Heavy Plate set = 100% Ballistic set (helmet + vest + legs) = 75% Wood set = 40% Naked, burlap or cloth basics = no penalty at all
6 Hours Ago
Fixed Tomaha snowmobile throwing an Unsupported Type error when geetting prepared
Today
Testing out converting our voice and radio streaming process to use Unity's new IAudioGenerator interface, performance seems underwhelming (our existing implementations are pretty fast) Just parking on a branch for posterity
Today
Fixed hoppers not collecting body bags
Today
Fix harmless ch47 sounds NRE when disconnecting from a server
Today
▇▅▅▄ ▄▄▊▄▊ ▋▌▊▆ ▄▇ ▍▊▋▆ ▊ ▆▊█ █▍▋▋▋ ▆▅▅▌▇█▇ █ █▍▋█▌▉ ▆▇ ▄▅ ▇▊ ▇█▊▅▇▅
Today
Merge from ballista_bolt_fix
Today
Fixed ballista bolts not working (regression)
Today
Merge from audio_import_changes
Today
Mark all animal footsteps and cow moos as decompress on load
Yesterday
Fixed ExplosionsOverlay never properly resetting Fixed viewmodel shake not being applied properly
Yesterday
Merge from main
Yesterday
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset Going into a mode and back out should no longer write anything to the disk at all if no changes were made
Yesterday
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
Yesterday
Fix shears causing blood fx to appear when hitting a sheep
Yesterday
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
Yesterday
All deploy and door open/close effects now have MaxSpawnDistance components Most stop spawning around 40m 288 effects modified
Yesterday
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance Needs some manual configuring still, curerntly flagging 1818 misconfigured effects Added an inspector UI to automatically add the component with the alculated max distance it should be set to Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
Yesterday
Fixed binoculars screen effect not working with domain reload disabled
Yesterday
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees) Exposed as an option on the container entity Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
Yesterday
Add IFlattenKeepsChildren to CinematicScenePlaybackEntity, should fix broken camera position in tutorial cinematic in builds
Yesterday
Merge from audio_import_changes
Yesterday
Also applied to water footsteps
Yesterday
Merge from audio_import_changes
Yesterday
All footsteps + impact sfx are now decompressed in memory All ambience sfx is now streaming
Yesterday
Remove "No marker above the terrain to spawn a new marker from position" log
2 Days Ago
Merge from splash_fx_fix
2 Days Ago
Fixed buoyancy points never respecting the nextSplashTime interval Moved the interval to the parent Buoyancy component so it's shared between all points and lowered the minimum time between splash fx to 0.1 Fixes audio cutting out when driving through storms (starved audio decoders)
5 Days Ago
DIsable blend shapes on collider_settings import preset
6 Days Ago
Starter car parts spawned in cars now spawn with 40-75% condition (was 15-50)
6 Days Ago
▉▆▋▆▋ ██▅▆▇██ ▊▋▌▆▉█▇ ▄▌▄█ ▄▉▊▇▆▌▄ ▌▍▄▋▇▍▌▊ ▅▍▉▌▋▊▆▊▋ ▇ ▊▉▋▉▊█ ▊▉ ▋▋▊▅▅▆▆ ▅▉▉█▍ █▍▇▍▇ ██▄▆ ▋▌▍ ▌▄▉▇▇ ▇▆▉ ▄▋▅▅▍▍▌▇ ▊▊▅ ▊▅▌▌▊ ▅▋▅▅▍▊ ▇▍▍▋▇ ▄ ▊▌ ▋▆▆▍▍▊▋▆▄▇▊▅▇▊▊ ▅▋ ▄▅▌ ▅▊▅▅▉██▆▆▆▊▋▊▋▌▍▇▆▍ ▅▍▍▋▋▉▌▆▊▇▋▍▇▍▌▊▅▄▅▇█▆▉▍▌▋▌█ ▉▋▊▋▉▄
6 Days Ago
Merge from wolf_eye
6 Days Ago
Adjusted the wolf night time eye effect to be more of a pale white instead of green Didn't change the other animal eyes visually but improved the LOD behaviour
6 Days Ago
Merge from livestock_animals (shears animations)
6 Days Ago
Merge from box_collider_authoring
6 Days Ago
Revert all biofuel asset changes and remove the test asset
6 Days Ago
Merge from main
7 Days Ago
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
7 Days Ago
Disable storagecontainer.canrequireauthifnolock in softcore
7 Days Ago
Merge from boat_scientist_fix
7 Days Ago
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
7 Days Ago
Fixed scientist spawned boats getting left behind once scientsts have been killed
7 Days Ago
Show BoxColliderBake component in inspector Remove source asset id field, now expects a diret reference to the model asset Remove menu items
7 Days Ago
Merge from livestock_animals
7 Days Ago
Fixed shears world model not playing deploy animation (was playing fire instead)
7 Days Ago
Possibly fixed double firing shears sfx and missing attack event warnings