userJarryd Campicancel
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12,781 Commits over 2,315 Days - 0.23cph!

1 Year Ago
Show the current shield health with the health/hunger/vitals Move the player vitals into a FlexLayout, remove a bunch of hardcoded layout code as a result
1 Year Ago
Merge from halloween24
1 Year Ago
Also filter out murderers, scarecrows and zombies on the tutorial island
1 Year Ago
Don't allow halloween/xmas dungeons to spawn on the tutorial island
1 Year Ago
Fixed shields not getting properly initialised when using spawn.shielddummy command Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player. This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
1 Year Ago
Merge from halloween24
1 Year Ago
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
1 Year Ago
Setup reinforced wooden shield prefab
1 Year Ago
Add melee attack state on 3rd person animator Added admire to viewmodel animator Added override controllers for each shield viewmodel
1 Year Ago
Hook up deploy on 3rd person shield layer
1 Year Ago
Client compile fix
1 Year Ago
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
1 Year Ago
Fixed viewmodel renderers on non metal shields
1 Year Ago
Disable shield collider while the shield is on the players back
1 Year Ago
Compile fix
1 Year Ago
Merge from main
1 Year Ago
Merge from halloween24
1 Year Ago
HLOD now immediately resolves when the player finishes loading
1 Year Ago
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
1 Year Ago
Merge from gesturepack
1 Year Ago
Protocol++
1 Year Ago
Removed a log
1 Year Ago
Fixed join gesture getting left on the screen when cancelling rps
1 Year Ago
Merge from main
1 Year Ago
Merge from halloween24
1 Year Ago
Can now collect Scarecrow heads with skinning knife
1 Year Ago
Replaced radiation removal tea with the anti rad tea in the food cache loot table
1 Year Ago
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
1 Year Ago
Don't show NPC vending machine names
1 Year Ago
Merge from main
1 Year Ago
Fixed some duplicate arms
1 Year Ago
Reworked shield viewmodel coding to live on a new self contained component Updated viewmodels with new assets
1 Year Ago
Add a per layer weight slider
1 Year Ago
Merge from elevator_world_deploy_fix
1 Year Ago
Adjust the lower bounds of the world deploy volume of elevators so they can more easily be placed on foundations that are close to the terrain
1 Year Ago
PrefabReplacer now has a string lookup mode as well as it's normal selection mode String lookup mode can include inactive objects, as well as exact matches All replaces done with this tool now support a single undo operation (eg. replace 4 objects with a prefab, a single undo will undo all 4)
1 Year Ago
Add Facepunch.AdditiveTimeline plugin
1 Year Ago
Merge from set_local_player_visible
1 Year Ago
Merge from demo_shot_delete_fix
1 Year Ago
Fixed error when deleting a folder with demo shots inside
1 Year Ago
Fixed shield inputs being processed while inventory is open Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
1 Year Ago
Fixed holstered shields parenting to the spine bone with a 70m offset
1 Year Ago
Item icons
1 Year Ago
Wooden shield variant setup
1 Year Ago
Set up improvised shield prefab variants
1 Year Ago
Merge from main
1 Year Ago
Show vending machine names in the F1 UGC panel
1 Year Ago
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
1 Year Ago
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation) S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
1 Year Ago
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc) Fixed "Create HLOD" button on HLODBounds component reusing previous bakes