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

5 Months Ago
Fixed bollards on cargo ship render batching
5 Months Ago
Merge from creative_mode
5 Months Ago
Merge from main
5 Months Ago
5 Months Ago
Merge from tutorial_map_fix
5 Months Ago
Apply proper tutorial map view clamp on the death screen Increase the size of the water backing again
5 Months Ago
Rework dynamic pricing system -Track the number of items purchased in a given interval (IntervalHours convar, default 6) -Track an average number items per interval for each sale -At the end of an interval, update all prices. If the average has gone up in the prior interval increase the price by 5%, if it was lower or equal reduce the price by 5% -Make the price start at 300%, so it will naturally tend down at first for a while before it normalises onto the price the market thinks it is worth -Expose the MinimumPriceMultiplier, MaximumPriceMultiplier and StartingPriceMultiplier This removes an array of objects per sale order and replaces it with 4 saved numbers, so this is a big simplification
5 Months Ago
Send price multiplier of sell orders in the data for rust+ (won't be visible for now)
5 Months Ago
Merge from tutorial_map_fix
5 Months Ago
Increase size of water backing on tutorial island map marker
5 Months Ago
Merge from main
5 Months Ago
Fixed item icon NRE's when first person spectating
5 Months Ago
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
5 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
5 Months Ago
5 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
5 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
5 Months Ago
Full global S2P and HLOD regeneration
5 Months Ago
Fixed null mesh entries being included in HLOD
5 Months Ago
HLOD meshes will now skip objects with "Core/Foliage" materials
5 Months Ago
5 Months Ago
Added a proper sized child collider for MetalRowboat_static (scaled down to 0.85 like the other rowboat)
5 Months Ago
Fixed incorrect length on gambling room light connectors in bandit town
5 Months Ago
Fixed about 30 shipping containers at harbor_2 that had different variants assigned at various lod levels
5 Months Ago
Fixed incorrect chainlink colours in NMS
5 Months Ago
Fixed incorrect bollard colour on cargo ship (note that this will conflict with the test_cull branch, I recommend taking this version and renaming it to match the new prefab name)
5 Months Ago
5 Months Ago
When the player right clicks a shipping container block while holding a spray can, select the last used spray colour in the pie menu by default instead of the colour of the shipping container block that the player right clicked on
5 Months Ago
Advanced Xmas lights can now be placed up to 200m in length and will not consume the item amount when used
5 Months Ago
Merge from main
5 Months Ago
Made a new tool that looks for instances of MeshLOD's that are set to render shadows while also having a shadow proxy in their children (resulting in double shadow rendering) Fixed 79 prefabs where this occurred Didn't run a S2P so double shadow rendering will still be happening in monuments The MeshLOD converter will no longer allow this situation to happen
5 Months Ago
MeshLOD converter will no longer work if child renderers have different shadow casting modes and will now match the shadow casting mode of its children rather than just defaulting to shadow casting enabled Converted prefabs to MeshLOD: Towel, trousers, tshirt, jerrycan, book piles, plant pots, kettle, milkchurn, moonshine, metalsign, tarpsign, handsaw, horseyoke, rake, secret lab chair, table door poker, advanced loot box and reactive target Fixed incorrect scaling on secret lab chair deploy guide
5 Months Ago
Fixed door.hinged.industrial A and D incorrect materials (also now uses less gameobjects)
5 Months Ago
Renamed graphics.collapseRendererLOD to graphics.collapseRenderer and made it true by default
5 Months Ago
Disable dynamic pricing on the travelling vendor, it already has a price randomisation system
5 Months Ago
Another compile fix Typo fix
5 Months Ago
Merge from dynamic_vendor_pricing
5 Months Ago
Server compile fix
5 Months Ago
Fixed MeshLOD renderers showing a shadow when they are culled by a HLOD master mesh
5 Months Ago
Merge from parent
5 Months Ago
Refactor HLOD system to include MeshLOD components in it's baking process Fixes several LOD inconsistencies when looking at monuments from a distance, will need a lot of testing and a HLOD generation/S2P of all monuments Was a surprisingly large refactor
5 Months Ago
Added Gesture.WoundedFromCrawlingHandcuffed override controller, is used if a player is handcuffed, injured and on their back Already hooked up on player model, just needs new animations to be assigned
5 Months Ago
Change default PriceDecreaseAmount to 5% (was 10)
5 Months Ago
5 Months Ago
Added npcvendingmachine.printAllPriceChanges, outputs a nicely formatted summary of all of the active price changes on the server (won't show items that don't have a discount/surcharge)
5 Months Ago
Revert playground to original state Converted blueprintBaseDef from a field on every vending machine instance into an accessor that just accesses the cached version in ItemManager
5 Months Ago
Added npcvendingmachine.resetDyanmicPricing convar, resets the state of all discounts and surcharges from NPC vending machines (for testing)
5 Months Ago
Fixed map marker info not being properly updated when updating dynamic pricing Formatting change on map vendor
5 Months Ago
Merge from parent
5 Months Ago
Fixed dynamic pricing not being applied