userJarryd Campicancel
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13,382 Commits over 2,435 Days - 0.23cph!

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
10 Months Ago
Merge from shark_blood_fix
10 Months Ago
Merge from skeleton_missing_warnings
10 Months Ago
Merge from autoturret_aimoffset_nre
10 Months Ago
Merge from skull_rock_resource_fix
10 Months Ago
Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
10 Months Ago
Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
10 Months Ago
Possible NRE fixes for vine mountable (no known repro)
10 Months Ago
Found a duplicate camera
10 Months Ago
Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
10 Months Ago
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately
10 Months Ago
Remove graphics.viewModelCamera convar, will be forced to true Left all code in place in case we need to roll it back
10 Months Ago
Fixed player getting stuck while on ladder in core of excavator if excavator rotates Player will now be parented to the excavator entity while on the ladder Added IgnoreIfOnLadder to TriggerParentExclusion for cases like this S2P excavator
10 Months Ago
Possible AutoTurret.AimOffset NRE fix
10 Months Ago
Fixed a list leaking from pool while vine swinging
10 Months Ago
Fixed shark attacks not making any noise if the show blood option is set to false
10 Months Ago
Possible fix for CullingVolume + LightOccludee + AmbientLightLOD scripts not working together, resulting in lights being left on when they should be culled
10 Months Ago
Added a warning box if a Skeleton component is missing bones (responsible for broken clothing/skin on most recent viewmodels)
10 Months Ago
Remove a debug line, simplify DoSplash
10 Months Ago
Possible LiquidWeapon NRE fix
10 Months Ago
Fixed skull skin of rock missing long resource forgiveness, resulted in it not having the same harvest distance as the vanilla rock
10 Months Ago
Fixed descend/throw back sometimes appearing briefly after the player interacts with a vine
10 Months Ago
Merge from jungle_update
10 Months Ago
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10 Months Ago
Make the vine visual poolable (slightly risky, parking on a branch for now and will merge to aux3 for more testing)