userJarryd Campicancel
reporust_rebootcancel

13,444 Commits over 2,435 Days - 0.23cph!

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
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
11 Months Ago
Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
11 Months Ago
Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
11 Months Ago
Possible NRE fixes for vine mountable (no known repro)
11 Months Ago
Found a duplicate camera
11 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
11 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
11 Months Ago
Remove graphics.viewModelCamera convar, will be forced to true Left all code in place in case we need to roll it back
11 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