userJarryd Campicancel
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9,431 Commits over 1,736 Days - 0.23cph!

Today
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
Today
Added a metal detector mission objective
Today
Match import fbx offsets exactly
Today
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
Today
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
Today
Merge from mission_improvements_may_24
Today
Fixed escape key not working anywhere
Yesterday
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Yesterday
Fixed reload option when selecting a minigun in the inventory not translating properly
Yesterday
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
Yesterday
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?
Yesterday
S2P both stables and fishing villages
Yesterday
More map marker size adjustments
Yesterday
Don't allow missions to end if the player doesn't have enough slots in their inventory for all of the rewards (includes any applicable bonus rewards) Show an error toast in this case Toasts can now appear while the player is in a conversation
Yesterday
Shrink vending machine clusters that are too close to mission marker clusters
Yesterday
Conversation screen can now be closed with escape
2 Days Ago
Added a map marker for mission providers, displays how many missions are currently available from that provider for the local player
2 Days Ago
Added an automated error checker for conversations, looks for legacy conversation features and can automatically update them to the new system eg. converts a conversation node with a custom action "assignmission lumberjack" to the new AssignMission action with a proper reference to the lumberjack mission Updated all converations
2 Days Ago
Fixed dialogue graph nre when domain reloading Dialogue graph now persists through domain reloads Dialogue graph now zooms to fit all nodes whens opening
2 Days Ago
Mission editor now detects missing accept/failed/victory effects and shows appropriate warnings Also added some buttons to automatically assign the default effects
2 Days Ago
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2 Days Ago
server.tutorialEnabled is now replicated The tutorial button in the main menu will no longer appear ift he player isn't conencted to a server with the tutorial enabled Once connected to a valid server the section in the options menu shows a button that will close the menu and prompt the player to start the tutorial, without needing to die Removed the text mentioning that a players sleeping bags will be destroyed when starting teh tutorial, this is no longer true
3 Days Ago
Set alpha cutoff to 0 on the tutorial island material, prevents alpha noise causing holes in the terrain in some map size/position combinations
3 Days Ago
Added TutorialIsland.OverrideTutorialLocation which allows us to change where a tutorial island will spawn to try and debug the terrain splat issues we're seeing Fixed renderers using MaterialConfig appearing as snow covered when on the tutorial island based
3 Days Ago
Display how much the minigun slows down the player in the gun information panel
3 Days Ago
Assigned the minigun a unique description
3 Days Ago
Dynamically update the item slots shown on the gun information panel, instead of always showing 4 slots
3 Days Ago
Fixed missing animator parameter warning when equipping a minigun Fixed exception when quickly switching between a weapon with a sight and the minigun
3 Days Ago
Don't show the current mission objectives on the map screen (they overlap with the markers UI) Add a section to the markers UI that shows the current missions, clicking on the mission entry will focus the map on the current misison objective marker
3 Days Ago
First pass on mission + conversation
4 Days Ago
4 Days Ago
Merge from mission_improvements_may_24
4 Days Ago
Add a UI panel listing all of the objectives and rewards for a mission when the player is about to accept a mission
4 Days Ago
Consolidated a bunch of localization strings, several mission objectives had descriptions with the same english text but different keys
4 Days Ago
Update lumberjack harvest wood description string to use a new localization key and adjusted text to not mention the required count (as we add that dynamically now)
4 Days Ago
Subtract 95838 - was meant to be on a sub branch
4 Days Ago
Scanner mission wip tests
4 Days Ago
Fix editor exceptions when loading BaseAiBrains in the editor More mission test setups
4 Days Ago
Fixed incorrect translation string on the final objective of the kill animals mission from the lumberjack
4 Days Ago
Fix exception when starting lumberjack mission Added a DebugWorldPosition component that allows us to test missions that use position generators without needing a proper proc gen Started making a Mission zoo scene that shows all mission providers with all of the stub content needed to actually run and test the misison, accessible via Scenes/Dev/Mission zoo toolbar option
4 Days Ago
Added ability for a mission to reward blueprints (tick isBp on the reward item entry)
4 Days Ago
Added the ability for a mission to not count towards the Mission Accomplished achievement Enabled this on the tutorial achievements
4 Days Ago
Add the ability for a container spawn point to limit how many containers are spawned at that point Adjusted container spawn points to ensure that it's likely for top containers to be accessible Added some pallets around the container spawn points to make them more climbable Affects both harbors
4 Days Ago
Merge from main
4 Days Ago
Disable saving on the hobo barrel in Tunnel_Dwelling_A, fixes barrels leaking to world origin on server restart
7 Days Ago
Possibly fixed editor based player inventory loadouts not getting included in builds (now derives from BaseScriptableObject which should get picked up in our asset bundle builds)
7 Days Ago
Switch using GetConnectionsWithin in IndustrialConveyor ReceiveItemTransferDetails RPC to a new GetCloseConnections method that iterates over the subscribers of the local network group instead of all of the players on the server
7 Days Ago
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7 Days Ago
Added root bones to playing cards viewmodel, fixes viewmodel renderer not working Set up EffectParents for UI elements
7 Days Ago
Toolgun viewmodel now uses viewmodel camera, UI is setup as an effect parent