userJarryd Campicancel
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12,754 Commits over 2,315 Days - 0.23cph!

7 Months Ago
7 Months Ago
Added kapok_b variant Manifest
7 Months Ago
Expose DismountViewmodelHoldTime on VineMountable
7 Months Ago
Flatten look angle when deciding what branch to swing to
7 Months Ago
Merge from TransferAllItemsToContainer_nre_fix
7 Months Ago
Speculative TransferAllItemsToContainer nre fix
7 Months Ago
Revert last change, add a new disableLerps option to Ironsights component that will override any animation when calculating the viewmodel rotation while in ADS
7 Months Ago
Adjust blowpipe ironsights intro speed to 1.5 (was 2) and adjusted intro curve to kick in later, seems to fix it sometimes overshooting at the cost of a slightly slower ADS
7 Months Ago
Merge from uv2_paint_fix
7 Months Ago
Fixed warning spam when painting on a mesh without a uv2 channel
7 Months Ago
Merge from GetCurrentUndergroundLayer_nre_fix
7 Months Ago
Speculative MapView.GetCurrentUndergroundLayer NRE fix
7 Months Ago
Remove Facepunch.Editor reference
7 Months Ago
Fixed outbreak sprayer item id
7 Months Ago
Remove dismount handling on VineMountable
7 Months Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
7 Months Ago
More work on handling player movement properly when a vine tree is destroyed
7 Months Ago
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7 Months Ago
Another distance interaction fix
7 Months Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
7 Months Ago
Include vehicle detailed layer in vine dismount check
7 Months Ago
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7 Months Ago
Apply Impostor safety checks
7 Months Ago
Possible fix for floating players after vine tree is destroyed
7 Months Ago
Merge from main
7 Months Ago
Update X marker data for vine tree, much more accurate now thanks to new colliders
7 Months Ago
Added a small player movement bump to the bottom of the vine tree, prevents some noclip violations Adjusted the collider of the stump to prevent players being stuck in them
7 Months Ago
Stop descending before hitting a vehicle
7 Months Ago
Add distance checks to vine interactions
7 Months Ago
If a players current gesture doesn't match the allowed gesture conditions of a mountable, cancel the gesture when mounting
7 Months Ago
Fixed climb interact option appearing when mounted to a vine
7 Months Ago
Vine swinging icons
7 Months Ago
Possible fix for AnimationFlagHandler NRE
7 Months Ago
Realigned ladder collider on vine tree, possibly fixing rubber banding when climbing
7 Months Ago
Minor optimisations to SirenLight - replaced it's Update loop with an Invoke Fixed BindSubsurfaceProfile MaterialPropertyBlock overwriting the property block of the renderer it modifies
7 Months Ago
Fixed players briefly sticking to tree if they were climbing while the tree was destroyed Double vine swinging tree health
7 Months Ago
More prefab setup for new mesh collider, X marker minigame mostly working (decal not rendering in a few spots)
7 Months Ago
Lowered the top prevent building radius on vine swinging trees, can still place high external gates but can now only do about 3 floors underneath them
7 Months Ago
If a vine is disrupted by a collision and it is within 2m of it's origin point, revert the player to the starting position as it's likely they will not be able to safely dismount
7 Months Ago
Fixed texture distortion at end of vine line renderer (set numCapVertices to 0)
7 Months Ago
Removed old rigged bone vine tests Fixed vine tree stump respawning with players in range
7 Months Ago
Fixed missing sfx on vine tree
7 Months Ago
Safety check in UpdateProgress
7 Months Ago
Some better initial rotation handling
7 Months Ago
Added new descend option when a vine is on it's home tree, drops the player to the ground safely
7 Months Ago
Merge from main
7 Months Ago
Compile fixes
7 Months Ago
Codegen
7 Months Ago
Merge from main
7 Months Ago
Hide branches when a tree is chopped down