userJarryd Campicancel
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14,639 Commits over 2,619 Days - 0.23cph!

7 Months Ago
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7 Months Ago
Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
7 Months Ago
Merge from sunken_and_combat_knife_orientation_fix
7 Months Ago
Merge from puddlefix
7 Months Ago
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7 Months Ago
Merge from increased_deepsea_render
7 Months Ago
Applied LODGroupDeepSeaConfig to RHIB and PT boat
7 Months Ago
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea Applied to sails
7 Months Ago
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
7 Months Ago
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7 Months Ago
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7 Months Ago
Merge from main Auto conflict resolution on mannequin_deployed, xylophone.deployed, parachute.item
7 Months Ago
Merge from fix_guid_null_primitive
7 Months Ago
Merge from fix_paste_mountable
7 Months Ago
Merge from heli_fixcars_changes_2
7 Months Ago
Include any SkeletonProperties referenced models as well
7 Months Ago
Scan the project for animations we need on the server every build
7 Months Ago
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate
7 Months Ago
Ballista right hand IK now reflects rotation Updated right hand IK target on static and mobile ballista
7 Months Ago
Remove the ShieldHeldEntityOffset component from the python Add ShieldHeldEntityOffset to HCR
7 Months Ago
Include magnet crane and door animations in server build
7 Months Ago
Merge from main
7 Months Ago
Merge from fix_console_log_startup
7 Months Ago
Merge from parachute_hotbar
7 Months Ago
Merge from boat_aim_sway
7 Months Ago
Merge from growable_menu_changes
7 Months Ago
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7 Months Ago
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7 Months Ago
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7 Months Ago
Preserve the RMB behaviour when cloning plants
7 Months Ago
Merge from main
7 Months Ago
Player model equip tool no longer requires a PlayerModel, will work on any hierarchy with a l_prop, r_prop, l_hand and r_hand
7 Months Ago
Merge from pm_equip_tool
7 Months Ago
Continue to apply boat based sway while firing
7 Months Ago
Merge from main
7 Months Ago
Merge from main
7 Months Ago
Merge from fix_steam_nickname_bag
7 Months Ago
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7 Months Ago
Merge from ghostship_phys_improvements
7 Months Ago
Merge from drone_deploy_guide_fix
7 Months Ago
Merge from fallback_fishing_spawn
7 Months Ago
Added additional fallback positions to both harbors using a new SpawnPointFallback tag These will only be used if no procedural spawn points and no fishing village spawn points could be found
7 Months Ago
Make it private so it works better with domain reload
7 Months Ago
Added 16 fallback spawn points to each fishing village Players will be spawned at these points if the server fails to find a spawn point for any reason
7 Months Ago
Bypass AI animations again Bypass modular car garage animation
7 Months Ago
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
7 Months Ago
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match