userJarryd Campicancel
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13,306 Commits over 2,407 Days - 0.23cph!

10 Months Ago
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
10 Months Ago
Merge from main
10 Months Ago
Merge from emoji_player_lookup_fix
10 Months Ago
Fixed a pointless player lookup in emoji ownership check
10 Months Ago
Merge from industrial_crafter_5_slot
10 Months Ago
Added a 5th input slot to the industrial crafter to allow high external wall crafting
10 Months Ago
Added debug.conveyorStrictModeReport convar, prints out the location of all conveyors currently in strict mode
10 Months Ago
Merge from industrial_perf_improvements
10 Months Ago
industrialTransferStrictTimeLimits is now per conveyor - if a conveyor takes an unacceptable amount of time to do a transfer it will be placed in strict mode for 2 minutes and it's movements throttled This allows regular conveyors to operate as normal while still restricting the impact of problematic conveyors Still requires industrialTransferStrictTimeLimits to be enabled, it's now enabled by default
10 Months Ago
Fixed industrialTransferStrictTimeLimits not working in builds
10 Months Ago
Revert some changes from this branch to restore conveyor functionality Better early outs when moving items that can stack, also fixed some issues with the early outs for non stackable items
10 Months Ago
Merge from main
10 Months Ago
Merge from phone_qol
10 Months Ago
Phones can now ring for 24 seconds before they auto hang up (was 12) Player phones are now listed in the directory before monument/static phones
10 Months Ago
Made both new silencers more common so they will show up in some loot
10 Months Ago
New craftable soda can silencer, same function as normal silencer but dramatically lower durability (about 12 regular ak shots) New craftable oil filter silencer, same function as normal silencer but somewhat lower durability (about 48 regular ak shots) Regular silencer is now uncraftable Numbers are WIP
10 Months Ago
Added a new animator state behaviour that lets us adjust the global speed of an animator via a curve on a given state (CurveStateSpeed) Applied to LR deploy to speed up the deploy, deployt time goes from 2s -> 1.5s
10 Months Ago
Hook up new shadow proxies
10 Months Ago
Show the building blocked preview on the vine tree
10 Months Ago
Merge from main
10 Months Ago
Merge from treasure_mission_improvements
10 Months Ago
Added a 6h time limit to the ranch treasure hunt mission so players can't accept the mission, leave a server and the container stays there blocking a spot forever Added spots for the treasure to spawn at supermarket and gas station Added more spots for the treasure to spawn at water wells and lighthouse Reduced the minimum distance between blocked mission points (5m > 3m) to allow more density
10 Months Ago
Merge from container_parenting_fix
10 Months Ago
Revert RidableHorse prefab change
10 Months Ago
Compile fix, S2P again
10 Months Ago
Merge from save248/arm_support Rework the prefab changes S2P harbors
10 Months Ago
Possibly fixed players not parenting to a shipping container properly if the container was stacked on top of another container
10 Months Ago
Break vine tree prefab link so we can clear out some old greybox assets Set up vine tree 2 and 3 variants, added logic to stump to respawn the right tree type
10 Months Ago
Print out "Blocked by tree" when building too close to a vine tree Reduced the size of the prevent building volume on the vine tree, swap the main trunk one from a box to a capsule and shrink the upper box slightly
10 Months Ago
Merge from main
10 Months Ago
Fixed error if no valid camera
10 Months Ago
Added a new GetClosestPointOnBounds option to TreeLOD, prevents trees from switching to lower LODS as the player climbs it due to being so far away from the tree origin Will still ensure these trees switch to low LODS if players are high above them
10 Months Ago
Merge from inputfield_rtl_fix
10 Months Ago
Fix crafting UI NRE when changing category
10 Months Ago
Enable the stump collider immediately when a vine tree starts to fall, prevent things getting stuck at the base
10 Months Ago
Added a fallback check to ensure vines won't spawn if there is an existing home vine on the branch
10 Months Ago
Increase minimum horizontal distance between vine points (7 -> 9)
10 Months Ago
Some potential SetAimDirection NRE changes
10 Months Ago
Remove some busted tea prefab files introduced in 120974
10 Months Ago
Adjust the armour slot weighting system to more closely line up with the intended random values Old slots/chance: 0/70%, 1/10%, 2/10%, 3/10% New slots/chance: 0/50%, 1/25%, 2/15%, 3/10% Adjusted all crafting teas, standard tea still guarantees 1 slot, advanced guarantees 2 slots and pure increases chance of 3 slots Added editor only ItemModContainerArmorSlot.TestSlots that outputs results of half a million rolls, can accept a tea bonus value to test out results with different tea levels
10 Months Ago
Merge from industrial_perf_improvements
10 Months Ago
Some server industrial conveyor performance improvements -Cache at the start of a run if an output has empty slots, that way if an item isn't stackable we can immediately rule out the entire container instead of iterating over the whole thing -Compare slots by item id rather than object comparer -maxItemStacksMovedPerTickIndustrial convar is now enforced across an entire conveyor move operation rather than per input (this will slow industrial systems down, we may want to evaluate raising the default convar from 12) These changes take a problematic conveyor configuration from 670ms to 12ms processing time
10 Months Ago
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10 Months Ago
Merge from fuel_latency_fix
10 Months Ago
Merge from modelviewer_build_fix
10 Months Ago
Merge from LiquidWeapon_nre_fix