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12,100 Commits over 2,527 Days - 0.20cph!

2 Months Ago
"Strip LODS of selected' will no longer delete ObjectMotionVectorFix components
2 Months Ago
Colour code handles based on their sub system ownership
2 Months Ago
Track active handles at the subsystem level (not the actual component), automates all releases and should make editor tooling easier
2 Months Ago
Add support for showing sub systems
2 Months Ago
Reset the chair tester
2 Months Ago
Merge from player_model_anim_inspector
2 Months Ago
Merge from parent
2 Months Ago
Merge from main Lots of code conflicts, all resolved except for one in PlayerModel.cs, looked fine Conflicts on binocular.entity, used changes from source (presumably related to refresh?)
2 Months Ago
OneShotAnimationSubSystem can now pick from a selection of random animations Hooked up SaleSuccess, EndConvoBoughtNothing, Talk and EndConvoBoughtSomething events Plays from a selection of animations for each state
2 Months Ago
Added a priority system, allows us to specify a sub system to use Low, Medium or High priority to take ownership of the player model Hooked up an additional OneShot system to the test chair, so we're running the random idle as a base and then a one shot to react to events
2 Months Ago
Added RandomLoopAnimSubSystem, can cycle through an arbitrary amount of looping animations, randomly picking the next one to play
2 Months 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
2 Months Ago
Piped the in-game debugging readouts into the unity inspector for more visibility while in editor
2 Months Ago
Added an example OneShotAnimationSubSystem for handling event driven animations
2 Months Ago
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)
2 Months Ago
Added a TwoAnimBlend example
2 Months Ago
Add general fade in/out support
2 Months Ago
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
2 Months Ago
Merge from elevator_fixes_apr_26
2 Months Ago
Allow elevator cables to update while offscreen
2 Months Ago
Some new Light LOD system tests
2 Months Ago
Merge from elevator_fixes_apr_26
2 Months Ago
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
2 Months Ago
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
2 Months Ago
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
2 Months Ago
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
2 Months Ago
Compile fix
2 Months Ago
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
2 Months Ago
Fixed broken NVG sounds
2 Months Ago
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 Months Ago
Enable single frame parenting for AK mag drop effects
2 Months 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 Months Ago
Merge from main
2 Months 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)
2 Months 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)
2 Months Ago
Merge from ducked_splash_fix
2 Months Ago
Slight change for better LOS check
2 Months Ago
Merge from main
2 Months 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
2 Months Ago
Merge from easter_disable_2026
2 Months Ago
Disable easter event
2 Months Ago
Merge from main
2 Months Ago
Merge from storage_adaptor_prevent_building_fix
2 Months Ago
Storage adaptor prevent building check now uses the StorageAdaptorAllowCollisionGroup, fixes placement on large industrial furnace Should be simpler to manage going forwards
2 Months Ago
Merge from ducked_splash_fix
2 Months Ago
Possibly fixed player getting splashed by explosive damage when crouched under a half height floor and the explosion detonates above the floor Do an additional line of sight check when damaging ducked players if closest point on the player bounds is within 0.1m (additional LOS is 01.m below original check) Also removed an old log in TimedExplosive
2 Months Ago
Merge from fix_manifest_errors
2 Months Ago
Assign Root Bones to the Model component on: turret_attackheli sedanrail.entity 50cal.base.entity shovel.entity food_pie_generic.entity
2 Months Ago
Converted wall.frame.shopfront_static and wall.frame.shopfront.door_static to StabilityEntity (was Door) Neither have animators so they wouldn't have worked as doors anyway and as far as I can see they aren't used by vanilla content anywhere
2 Months Ago
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride