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12,458 Commits over 2,131 Days - 0.24cph!

48 Minutes Ago
Merge from apple_improvements
48 Minutes Ago
Now need 1 apple to cook an apple pie (was 2) Added apples to the possible sale options at water well vendors Increased chance of finding apples at water well food caches
1 Hour Ago
Merge from new_silencers
1 Hour Ago
Fixed an NRE on the t1 smg Added new positions for bulky silencers on bolty, semi auto rifle, thompson, l96, m39, t1 smg, sks and m4
1 Hour Ago
Merge from new_silencers
1 Hour Ago
Added ability for ViewmodelAttachmentOverride component to override based on specific prefabs, not just attachment type Added barrel_bulky roots for most pistols that will be used by new silencers, adjusted scale of silencers to try and keep ironsights clear
2 Hours Ago
Merge from main
3 Hours Ago
Merge from lr_deploy_speedup
3 Hours Ago
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
3 Hours Ago
Merge from main
3 Hours Ago
Merge from tea_time
3 Hours Ago
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
3 Hours Ago
Merge from main
Today
Merge from emoji_player_lookup_fix
Today
Fixed a pointless player lookup in emoji ownership check
Today
Merge from industrial_crafter_5_slot
Today
Added a 5th input slot to the industrial crafter to allow high external wall crafting
Today
Added debug.conveyorStrictModeReport convar, prints out the location of all conveyors currently in strict mode
Today
Merge from industrial_perf_improvements
Today
industrialTransferStrictTimeLimits is now per conveyor - if a conveyor takes an unacceptable amount of time to do a transfer it will be placed in strict mode for 2 minutes and it's movements throttled This allows regular conveyors to operate as normal while still restricting the impact of problematic conveyors Still requires industrialTransferStrictTimeLimits to be enabled, it's now enabled by default
Today
Fixed industrialTransferStrictTimeLimits not working in builds
Today
Revert some changes from this branch to restore conveyor functionality Better early outs when moving items that can stack, also fixed some issues with the early outs for non stackable items
Today
Merge from main
Today
Merge from phone_qol
Today
Phones can now ring for 24 seconds before they auto hang up (was 12) Player phones are now listed in the directory before monument/static phones
Today
Made both new silencers more common so they will show up in some loot
Today
New craftable soda can silencer, same function as normal silencer but dramatically lower durability (about 12 regular ak shots) New craftable oil filter silencer, same function as normal silencer but somewhat lower durability (about 48 regular ak shots) Regular silencer is now uncraftable Numbers are WIP
Yesterday
Added a new animator state behaviour that lets us adjust the global speed of an animator via a curve on a given state (CurveStateSpeed) Applied to LR deploy to speed up the deploy, deployt time goes from 2s -> 1.5s
Yesterday
Hook up new shadow proxies
Yesterday
Show the building blocked preview on the vine tree
Yesterday
Merge from main
Yesterday
Merge from treasure_mission_improvements
Yesterday
Added a 6h time limit to the ranch treasure hunt mission so players can't accept the mission, leave a server and the container stays there blocking a spot forever Added spots for the treasure to spawn at supermarket and gas station Added more spots for the treasure to spawn at water wells and lighthouse Reduced the minimum distance between blocked mission points (5m > 3m) to allow more density
Yesterday
Merge from container_parenting_fix
Yesterday
Revert RidableHorse prefab change
Yesterday
Compile fix, S2P again
Yesterday
Merge from save248/arm_support Rework the prefab changes S2P harbors
Yesterday
Possibly fixed players not parenting to a shipping container properly if the container was stacked on top of another container
Yesterday
Break vine tree prefab link so we can clear out some old greybox assets Set up vine tree 2 and 3 variants, added logic to stump to respawn the right tree type
2 Days Ago
Print out "Blocked by tree" when building too close to a vine tree Reduced the size of the prevent building volume on the vine tree, swap the main trunk one from a box to a capsule and shrink the upper box slightly
2 Days Ago
Merge from main
2 Days Ago
Fixed error if no valid camera
3 Days Ago
Added a new GetClosestPointOnBounds option to TreeLOD, prevents trees from switching to lower LODS as the player climbs it due to being so far away from the tree origin Will still ensure these trees switch to low LODS if players are high above them
3 Days Ago
Merge from inputfield_rtl_fix
3 Days Ago
Fix crafting UI NRE when changing category
3 Days Ago
Enable the stump collider immediately when a vine tree starts to fall, prevent things getting stuck at the base
3 Days Ago
Added a fallback check to ensure vines won't spawn if there is an existing home vine on the branch
3 Days Ago
Increase minimum horizontal distance between vine points (7 -> 9)
3 Days Ago
Some potential SetAimDirection NRE changes
3 Days Ago
Remove some busted tea prefab files introduced in 120974