userJarryd Campicancel
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13,128 Commits over 2,407 Days - 0.23cph!

10 Months Ago
Unsaved
10 Months Ago
Fixed incorrect animator parameter name
10 Months Ago
Vine branches now use tree LOD settings rather than mesh LOD settings (so they should cull when a tree gets billboarded) Better landing position when arriving at the vine destination
10 Months Ago
Possible LODComponent.GetDistance NRE fix
10 Months Ago
Merge from main
10 Months Ago
Adjust vine tree grid distance 35 -> 30 Dithering 12 -> 12 Aiming for more long chains of vines Flattened out arrival angle of mountable
10 Months Ago
More blowpipe vm tweaks
10 Months Ago
Only apply the disableLerps option on the viewmodel when transitioning between ironsight states, still allow animation when fully not aiming or fully aiming
10 Months Ago
Instead of shooting the vine to make it swing back, can now shoot the tree where the vine is currently resting
10 Months Ago
Reduced vine travel speed by 25%
10 Months Ago
Improved rotation snapping when starting a vine wing
10 Months Ago
Increased the spacing of the vine launch points, should help vines overlap less
10 Months Ago
Switch sprays to Decal/Deferred Decal
10 Months Ago
Fixed descend option not working when more than one vine is overlapping
10 Months Ago
Update emoji with transparency
10 Months Ago
Add test ladder/rope ladder to vine playground
10 Months Ago
Initial new emoji setup
10 Months Ago
Possible VineMountable.OnFlagsChanged NRE fix
10 Months Ago
Changed branch physics surface to wood
10 Months Ago
Restore changes to BaseProjectile lost in merge
10 Months Ago
Added a tip for how to climb trees
10 Months Ago
Experimental vine chaining Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards Can be disabled with VineMountable.allowChaining convar (defaults to true)
10 Months Ago
Another fix for serialisation layout
10 Months Ago
Compile fix
10 Months Ago
10 Months Ago
Added kapok_b variant Manifest
10 Months Ago
Expose DismountViewmodelHoldTime on VineMountable
10 Months Ago
Flatten look angle when deciding what branch to swing to
10 Months Ago
Merge from TransferAllItemsToContainer_nre_fix
10 Months Ago
Speculative TransferAllItemsToContainer nre fix
10 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
10 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
10 Months Ago
Merge from uv2_paint_fix
10 Months Ago
Fixed warning spam when painting on a mesh without a uv2 channel
10 Months Ago
Merge from GetCurrentUndergroundLayer_nre_fix
10 Months Ago
Speculative MapView.GetCurrentUndergroundLayer NRE fix
10 Months Ago
Remove Facepunch.Editor reference
10 Months Ago
Fixed outbreak sprayer item id
10 Months Ago
Remove dismount handling on VineMountable
10 Months Ago
Slight collider tweak to fix some deadspots for resource gathering on vine tree
10 Months Ago
More work on handling player movement properly when a vine tree is destroyed
10 Months Ago
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10 Months Ago
Another distance interaction fix
10 Months Ago
Added line of sight checks when generating vines, prevents vines that travel through god rocks, powerlines, etc
10 Months Ago
Include vehicle detailed layer in vine dismount check
10 Months Ago
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10 Months Ago
Apply Impostor safety checks
10 Months Ago
Possible fix for floating players after vine tree is destroyed
10 Months Ago
Merge from main
10 Months Ago
Update X marker data for vine tree, much more accurate now thanks to new colliders