userJarryd Campicancel
reporust_rebootcancel

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

7 Months Ago
Merge from mission_improvements_may_24
7 Months Ago
Add a UI panel listing all of the objectives and rewards for a mission when the player is about to accept a mission
7 Months Ago
Consolidated a bunch of localization strings, several mission objectives had descriptions with the same english text but different keys
7 Months Ago
Update lumberjack harvest wood description string to use a new localization key and adjusted text to not mention the required count (as we add that dynamically now)
7 Months Ago
Subtract 95838 - was meant to be on a sub branch
7 Months Ago
Scanner mission wip tests
7 Months Ago
Fix editor exceptions when loading BaseAiBrains in the editor More mission test setups
7 Months Ago
Fixed incorrect translation string on the final objective of the kill animals mission from the lumberjack
7 Months Ago
Fix exception when starting lumberjack mission Added a DebugWorldPosition component that allows us to test missions that use position generators without needing a proper proc gen Started making a Mission zoo scene that shows all mission providers with all of the stub content needed to actually run and test the misison, accessible via Scenes/Dev/Mission zoo toolbar option
7 Months Ago
Added ability for a mission to reward blueprints (tick isBp on the reward item entry)
7 Months Ago
Added the ability for a mission to not count towards the Mission Accomplished achievement Enabled this on the tutorial achievements
7 Months Ago
Add the ability for a container spawn point to limit how many containers are spawned at that point Adjusted container spawn points to ensure that it's likely for top containers to be accessible Added some pallets around the container spawn points to make them more climbable Affects both harbors
7 Months Ago
Merge from main
7 Months Ago
Disable saving on the hobo barrel in Tunnel_Dwelling_A, fixes barrels leaking to world origin on server restart
8 Months Ago
Possibly fixed editor based player inventory loadouts not getting included in builds (now derives from BaseScriptableObject which should get picked up in our asset bundle builds)
8 Months Ago
Switch using GetConnectionsWithin in IndustrialConveyor ReceiveItemTransferDetails RPC to a new GetCloseConnections method that iterates over the subscribers of the local network group instead of all of the players on the server
8 Months Ago
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8 Months Ago
Added root bones to playing cards viewmodel, fixes viewmodel renderer not working Set up EffectParents for UI elements
8 Months Ago
Toolgun viewmodel now uses viewmodel camera, UI is setup as an effect parent
8 Months Ago
Update Cache process on vms_missing_renderer_scripts to automatically consider any materials using the hair shader as a transparent pass
8 Months Ago
Fixed dying during harvest mission objectives in the tutorial resulting in pings appearing for completed objectives after respawning
8 Months Ago
Change default value of BasePlayer.filterSpectateMapTeamID to -1 so it shows the team of the currently spectated player by default (setting this value to 0 will show all teams if global.toggleSpectateTeamInfo is true, not usually useful on live servers)
8 Months Ago
Fixed shotgun traps going off once if an authed player was in front of them when a TC is reskinned
8 Months Ago
Add a new tests folder to the community UI directory to store future tests Include ScrollTest
8 Months Ago
Implement Community UI PR - Adding Support for Scrollable Containers #54
8 Months Ago
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8 Months Ago
Adjust priority of blocked by clothing prompt when wearing the chicken costume so it appears underneath prompts to open vehicle storage/push/etc Fixed blocked by clothing prompt appearing when the mount menu isn't visible, only affected mountables where we allow mounting while looking at specific colliders (eg. trains)
8 Months Ago
Added a proper localized string and icon when the player is killed by the moving shipping containers
8 Months Ago
Modify the map marker for the cargo ship so players can tell if it has already docked The map marker tooltip will now read "A Cargo Ship - Docking" while it is docked and "A Cargo Ship - Already Docked" once it has departed the harbor
8 Months Ago
Spawn the containers to be picked up when the cargo ship starts it's docking approach rather than when it docks, giving more time for players to get into the containers
8 Months Ago
Apply to chicken corpses as well
8 Months Ago
Don't allow harvesting of animals on the tutorial islands with weapons that don't preoduce any resource (eg. hitting a bear corpse with a spear will now do nothing rather than destroying the bear corpse and leaving the player with no resources)
8 Months Ago
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8 Months Ago
Minor performance improvement for UpdatePushLiquidTargets (code review)
8 Months Ago
Fix minigun backpack not appearing when a player first equips the minigun (held entity client init happens in a different sequence in separate client/server mode which led to this issue)
8 Months Ago
Fixed cargo ship getting stuck while docked if all of it's loot rounds had already spawned by the time it docks (in this case, no further loot will spawn)
8 Months Ago
Play the cargo ship horn 60s before departure
8 Months Ago
Add a 3m radius line of sight check from the start node of the cargo docking path to each ocean patrol path point when determining which patrol path point should be the harbor approach node If a point has something solid between it at the patrol point the distance is multiplied by 20 - not ruling it out entirely but making any non blocked paths more likely
8 Months Ago
Added an extra container to spawn on docking (when possible) Container cranes will now wait 5-10% of the dock_time convar before they start moving containers Added an additional 5-10% wait for subsequent cranes, so there's less overlapping movement Added some fallback logic in case the ship leaves before the containers are loaded, in this case any yet to be delivered containers will be deleted
8 Months Ago
Harbor crane support arms now update as the arm moves Will need a S2P to work, parking on a branch for next month
8 Months Ago
Trigger the standard cargo ship interval loot refresh on arrival at the harbor, spawns a locked crate, elite crate, 4x military crates and 4x junk crates as long as there are still vacant places to spawn crates Counts as one of the loot rounds for the CargoShip.loot_rounds convar Can be disabled via CargoShip.refresh_loot_on_dock (enabled by default)
8 Months Ago
Remove log
8 Months Ago
Add Position and Rotation offset to ViewmodelCameraAnimation component, works around any strange offsets coming out of maya Set up appropriate offset on minigun and disabled the FadeInTime
8 Months Ago
Add a ladder volume to harbor_crane_static S2P both harbors
8 Months Ago
Add new HideInPlayerPreview toggle on Wearable, enabled on minigun backpack
8 Months Ago
Fix top elevator opening it's doors incorrectly when the elevator is called to the bottom floor and is already on that floor (again)
8 Months Ago
Potential fix for some elevator doors in NMS not working after a server restart Don't spawn the child door in ServerInit if Rust.Application.isLoadingSave, this is likely due to recent monument entity serialization changes This was resulting in a new, overlapping door getting spawned every time a server saves/loads
8 Months Ago
Add ViewmodelCameraAnimation component to the minigun viewmodel Add a FadeInTime to property to that component that fades in the effect over a given time, softens the impact of the starting offset in the source animation clip
8 Months Ago
Add a parent volume to the mesh ladder on the rotating cranes, prevents players falling off if they are on the ladder while it rotates
8 Months Ago
Adjusted rotation of static crane on harbor_2