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12,343 Commits over 2,101 Days - 0.24cph!

10 Months Ago
Merge from bikes/spawning
10 Months Ago
Added an extra randomisation pass when selecting a spawn point Lowered all bike default population values to 1, results in 16 motorbikes and 20 pedal bikes on a 3.5k server
10 Months Ago
S2P the above monuments
10 Months Ago
Adding motorbike spawn points: 3x in the hangars at airfield 1x on the side of the supermarket, near the pay phone 1x in satellite dishes near the shack 1x in the parking lot with the overhang in train yard 1x next to the foklift in the mining warehouse 2x underneath the two storey building at water treatment and 1x behind the restricted roller doors (water treatment already had one outside the roller doors, that remains) 5x scattered around junkyard and 2x in the car park 1x next to the concrete wall of the big power sub station No S2P's, will do that in a separate commit (scene conflicts are dangerous right now)
10 Months Ago
Rework bike and motorbike spawning Now controlled by three convars: Bike.pedalRoadsidePopulation, Bike.pedalMonumentPopulation, Bike.motorbikeMonumentPopulation Monument population convars use a new ConvarControllerSpawnPointPopulation controller that applies the same population/server size scaling but only allows spawning at specific spawn points
10 Months Ago
Updated the ClientServerFieldFinder to check for fields when in None compiler mode Fixed all client/server/none field mismatches except for the travelling vendor fields Should fix long monument imports when switching between compiler modes
10 Months Ago
Merge from tutorial_speakwith
10 Months Ago
Added debug.printMissionSpeakInfo to print out more info when the player is attempting to complete a mission objective where they have to speak to an NPC, trying to track down an elusive tutorial soft lock
10 Months Ago
Merge from auto_turret_demo_fix
10 Months Ago
Fix NRE when scrubbing through demos with an Auto Turret
10 Months Ago
Handcuff size is now applied to the handcuff viewmodel mesh blendshape and the additive_arms layer (halved the value on the layer as this looked wrong with the direct value applied)
10 Months Ago
Added a handcuffs size slider to Wearable, the handcuff scale layer will be set to the maximum value out of all of the clothing the player is currently wearing Set up handcuff size multipliers for all hazmat skins
10 Months Ago
Disable the hands animator layer when downed and handcuffed
10 Months Ago
Merge from travelling_vendor/dynamic_pricing
10 Months Ago
Round the price on the vending machine screen correctly Some minor cleanup in the vending machine screen class
10 Months Ago
Merge from main
10 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
10 Months Ago
Fixed incorrect trousers clothes line positioning and S2P: all wooden cabins, bandit_town, swamp_c, stables_a, fishing_village_c, excavator, underwater labs, arctic research base, underground tunnel entrance
10 Months Ago
10 Months Ago
Merge from dismount_parachute_fix
10 Months Ago
Force the player to play the full skydiving animation even if the animator controller is currently in a non-accessible state (eg. just dismounted a vehicle that's in the air)
10 Months Ago
Fixed tabledoor_B mesh rotation Fixed reactivetarget_deployed double MeshLOD component
10 Months Ago
Fixed duplicate MeshLOD components on sofa_pattern_static Cleaned up the hemp plantlings in fishing_village_c to use MeshLOD, more aggressive culling and cleaned out unused components (saves 50 gameobjects) Slight change to the MeshLOD state editor to make the final state more usable
10 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
10 Months Ago
Fixed all cases of incorrectly scaled jerrycans Affected prefabs: rowboat, fishing rod viewmodel, crude oil worldmodel, end tutorial cinematic, pumpkin basket entity, easter basket entity, water jug world model+entity, rhib fuel storage entity, cargo ship Affected monuments that have been S2P: small oil, stables_a/b, water well a/b/c/e, wooden cabin b, bandit town
10 Months Ago
Fixed incorrect layer on burned head model causing it to not render S2P arctic research base
10 Months Ago
10 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
10 Months Ago
S2P harbor_1 and fishing_village_a
10 Months Ago
Switch chinese lanterns to MeshLOD
10 Months Ago
Adjusted metal rowboat scale in tutorial island, harbor_1 and fishing_village to match its old visual scale (no S2P)
10 Months Ago
Fixed all usages of the AdvancedTools prefab not getting rotated correctly, affected prefabs: crate_tools_tutorial, TackleBox, MissionLootBaox_Basic, SubmarineSolo, crate_tools
10 Months Ago
FIxed burned head getting offset in arctic portacabin and tutorial island barrel
10 Months Ago
Fixed secret lab chair gibs missing material
10 Months Ago
10 Months Ago
Merge from batch_white_fix
10 Months Ago
Fix renderer batching overriding the detail colour property to white on non shipping container batches
10 Months Ago
Merge from sprint_seed_fill
10 Months Ago
Don't allow seed flood fills if the player isn't in distance range of every seed slot in the planter
10 Months Ago
Merge from main
10 Months Ago
Merge from dynamic_vendor_pricing
10 Months Ago
Update printAllPriceChanges to print out current and historical averages
10 Months Ago
Merge from parent
10 Months Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
10 Months Ago
Fixed a selection of containers in Harbor_2 having misconfigured DeferredMeshDecal components, with some LOD levels having the component and some levels missing it Resulted in side of container company decals appearing/disappearing at some LOD levels
10 Months Ago
Fixed bollards on cargo ship render batching
10 Months Ago
Merge from creative_mode
10 Months Ago
Merge from main
10 Months Ago
10 Months Ago
Merge from tutorial_map_fix