userJarryd Campicancel
reporust_rebootcancel

10,948 Commits over 1,950 Days - 0.23cph!

5 Months Ago
Merge from travelling_vendor/dynamic_vendor_pricing
5 Months Ago
Fix out of date codegen
5 Months Ago
Lowered default maximum price and starting surcharge to 200% (so double the initial price) Added total lifetime sales and intervals to printAllPriceChanges Added npcvendingmachine.PriceIncreaseAmount/PriceDecreaseAmount convar to control how quickly the price moves up and down (by default increases 10% and decreases by 5%, used to be 5% both ways)
5 Months Ago
Fix items rounding down to 0 cost if they had a 50% discount and were only 1 scrap to begin with (RIP free pickles), the minimum cost of an item will always be 1 scrap Consolidated all of the rounding and clamping to a single method in VendingMachine for easier management of issues like this
5 Months Ago
Fixed incorrect procmap spawner prefab setup
5 Months Ago
Merge from bikes/spawning
5 Months Ago
Added an extra randomisation pass when selecting a spawn point Lowered all bike default population values to 1, results in 16 motorbikes and 20 pedal bikes on a 3.5k server
5 Months Ago
S2P the above monuments
5 Months Ago
Adding motorbike spawn points: 3x in the hangars at airfield 1x on the side of the supermarket, near the pay phone 1x in satellite dishes near the shack 1x in the parking lot with the overhang in train yard 1x next to the foklift in the mining warehouse 2x underneath the two storey building at water treatment and 1x behind the restricted roller doors (water treatment already had one outside the roller doors, that remains) 5x scattered around junkyard and 2x in the car park 1x next to the concrete wall of the big power sub station No S2P's, will do that in a separate commit (scene conflicts are dangerous right now)
5 Months Ago
Rework bike and motorbike spawning Now controlled by three convars: Bike.pedalRoadsidePopulation, Bike.pedalMonumentPopulation, Bike.motorbikeMonumentPopulation Monument population convars use a new ConvarControllerSpawnPointPopulation controller that applies the same population/server size scaling but only allows spawning at specific spawn points
5 Months Ago
Updated the ClientServerFieldFinder to check for fields when in None compiler mode Fixed all client/server/none field mismatches except for the travelling vendor fields Should fix long monument imports when switching between compiler modes
5 Months Ago
Merge from tutorial_speakwith
5 Months Ago
Added debug.printMissionSpeakInfo to print out more info when the player is attempting to complete a mission objective where they have to speak to an NPC, trying to track down an elusive tutorial soft lock
5 Months Ago
Merge from auto_turret_demo_fix
5 Months Ago
Fix NRE when scrubbing through demos with an Auto Turret
5 Months Ago
Handcuff size is now applied to the handcuff viewmodel mesh blendshape and the additive_arms layer (halved the value on the layer as this looked wrong with the direct value applied)
5 Months Ago
Added a handcuffs size slider to Wearable, the handcuff scale layer will be set to the maximum value out of all of the clothing the player is currently wearing Set up handcuff size multipliers for all hazmat skins
5 Months Ago
Disable the hands animator layer when downed and handcuffed
5 Months Ago
Merge from travelling_vendor/dynamic_pricing
5 Months Ago
Round the price on the vending machine screen correctly Some minor cleanup in the vending machine screen class
5 Months Ago
Merge from main
5 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
5 Months Ago
Fixed incorrect trousers clothes line positioning and S2P: all wooden cabins, bandit_town, swamp_c, stables_a, fishing_village_c, excavator, underwater labs, arctic research base, underground tunnel entrance
5 Months Ago
5 Months Ago
Merge from dismount_parachute_fix
5 Months Ago
Force the player to play the full skydiving animation even if the animator controller is currently in a non-accessible state (eg. just dismounted a vehicle that's in the air)
5 Months Ago
Fixed tabledoor_B mesh rotation Fixed reactivetarget_deployed double MeshLOD component
5 Months Ago
Fixed duplicate MeshLOD components on sofa_pattern_static Cleaned up the hemp plantlings in fishing_village_c to use MeshLOD, more aggressive culling and cleaned out unused components (saves 50 gameobjects) Slight change to the MeshLOD state editor to make the final state more usable
5 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
5 Months Ago
Fixed all cases of incorrectly scaled jerrycans Affected prefabs: rowboat, fishing rod viewmodel, crude oil worldmodel, end tutorial cinematic, pumpkin basket entity, easter basket entity, water jug world model+entity, rhib fuel storage entity, cargo ship Affected monuments that have been S2P: small oil, stables_a/b, water well a/b/c/e, wooden cabin b, bandit town
5 Months Ago
Fixed incorrect layer on burned head model causing it to not render S2P arctic research base
5 Months Ago
5 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
5 Months Ago
S2P harbor_1 and fishing_village_a
5 Months Ago
Switch chinese lanterns to MeshLOD
5 Months Ago
Adjusted metal rowboat scale in tutorial island, harbor_1 and fishing_village to match its old visual scale (no S2P)
5 Months Ago
Fixed all usages of the AdvancedTools prefab not getting rotated correctly, affected prefabs: crate_tools_tutorial, TackleBox, MissionLootBaox_Basic, SubmarineSolo, crate_tools
5 Months Ago
FIxed burned head getting offset in arctic portacabin and tutorial island barrel
5 Months Ago
Fixed secret lab chair gibs missing material
5 Months Ago
5 Months Ago
Merge from batch_white_fix
5 Months Ago
Fix renderer batching overriding the detail colour property to white on non shipping container batches
5 Months Ago
Merge from sprint_seed_fill
5 Months Ago
Don't allow seed flood fills if the player isn't in distance range of every seed slot in the planter
5 Months Ago
Merge from main
5 Months Ago
Merge from dynamic_vendor_pricing
5 Months Ago
Update printAllPriceChanges to print out current and historical averages
5 Months Ago
Merge from parent
5 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
5 Months Ago
Fixed a selection of containers in Harbor_2 having misconfigured DeferredMeshDecal components, with some LOD levels having the component and some levels missing it Resulted in side of container company decals appearing/disappearing at some LOD levels