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10,943 Commits over 1,950 Days - 0.23cph!

3 Months Ago
Merge from Food_Cache
3 Months Ago
3 Months Ago
Burst compile the bone jobs
3 Months Ago
WIP clear held entity button, not working for some reason
3 Months Ago
Fixed pose window always saving data to ADS slot Exposed fields on weapons to declare which aim pose data to use Fixed component not working at runtime, can actually see poses in gameplay now
3 Months Ago
Fixed not being able to edit poses
3 Months Ago
Mask out aim poses on deploy
3 Months Ago
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything) Update the upgrader script to apply these changes
3 Months Ago
Working Left Hand IK implementation
3 Months Ago
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
3 Months Ago
WIP left hand IK, still not working
3 Months Ago
Refactor IK to specify right hand, in prep for left hand pass
3 Months Ago
Compile fixes, cleanup
3 Months Ago
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting) Uses same system as boogie boards
3 Months Ago
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped) Fixed mushroom colouring not being applied to dropped mushrooms
3 Months Ago
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia Also supports a custom mode
3 Months Ago
Turn on cast shadows for LOD0 of the mushroom clusters Hooked up the new mushroom materials to the colour swap pallette
3 Months Ago
Fixed offset not being 1:1
3 Months Ago
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone Still not quite 100% accurate to the authored gun position Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
3 Months Ago
Merge from main
3 Months Ago
Fixed actual gameplay prefab for testing
3 Months Ago
Merge from missing_component_warning_cleanup
3 Months Ago
Moved all ModelViewer assets into an Editor folder to hopefully prevent it being included in asset bundles
3 Months Ago
Removed the missing component on the demo playback record shot object, unsure what it was but the functionality seems unchanged
3 Months Ago
Merge from elevator_parenting/net_vis
3 Months Ago
Fixed gibs getting spawned when picking up an elevator
3 Months Ago
Merge from elevator_parenting/net_vis
3 Months Ago
Fixed player placed elevators not working
3 Months Ago
Fixed the neon light in player placed elevators causing a material leak, now uses MaterialPropertyBlock
3 Months Ago
Fixed elevators not being able to move if they are in a different network group to their parents
3 Months Ago
3 Months Ago
Added support for two sets of data to be loaded onto a pose at once, a default and an alt set The alt set will be used for ADS Supports blending between the two with a weight so we can animate it
3 Months Ago
Merge from parent
3 Months Ago
Merge from parent
3 Months Ago
Revert fishing rod entity to current version from main, this prefab was broken on this branch
3 Months Ago
Merge from main
3 Months Ago
Merge from safemode_prompt
3 Months Ago
Fixed slider highlighting when the player hovers over the timer progress bar
3 Months Ago
Merge from main
3 Months Ago
Merge from world_update_2
3 Months Ago
Add nav mesh obstacles to the water bodies in new monuments to stop animals getting underwater
3 Months Ago
Merge from world_update_2
3 Months Ago
Adjust water depth socket mod to work better in lakes, should allow water pump placement in lakes
3 Months Ago
Merge from elevator_parenting/net_vis
3 Months Ago
Adjust elevator sound logic to be driven via the lift entity flags rather than the elevator block (as we can no longer guarantee that the block will be networked to the player in some scenarios)
3 Months Ago
Merge from elevator_parenting/net_vis
3 Months Ago
Add tunnel layer to players visibility when in caves layer
3 Months Ago
Merge from parent
3 Months Ago
Fixed lift entity getting orphaned if elevator block is destroyed
3 Months Ago
Merge from main