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12,777 Commits over 2,192 Days - 0.24cph!

1 Year Ago
Fixed conflicting LODGroups on hazmat youtooz figurine
1 Year Ago
Converted both water catchers from LodGroup to MeshLOD and RendererLOD Updated the LodLevelDisplay component to work with MeshLOD and display correct information when a RendererLOD is collapsed
1 Year Ago
Merge from renderlod_hlod_fixes
1 Year Ago
Fixed collapsed RendererLOD and MeshLOD objects not getting disabled properly when a HLOD mesh is rendering
1 Year Ago
Fixed bike spawn points at mining outpost, power substation, supermarket
1 Year Ago
Fixed several issues that were impacting motorbike spawns in monuments: -Fixed spawn points in junkyard, water treatment, airfield and trainyard being too close to colliders and being unable to spawn bikes -Added a gizmo to the VehicleSpawnPoint that shows the entity bounds of the vehicle being spawned and will display as red if it is intersecting colliders in the World layer, should fix the above issue in future -Fixed VehicleSpawnPoint using a static list of spawn points instead of a list per population type (this was causing pedal bikes to spawn in places motorbikes should spawn and would likely have caused issues with tugboats) S2P junkyard, water treatment, airfield and trainyard
1 Year Ago
Speculative NRE fix in MonitorLoopingGesture
1 Year Ago
1 Year Ago
Fixed several NRE's when opening the map while in a demo and the player has placed markers
1 Year Ago
Improve csv exporter to export multiple item data streams at once
1 Year Ago
Travelling vendor is no longer globally networked
1 Year Ago
Fix cargo ship spawning extra scientists (have to turn off both variant roots)
1 Year Ago
Merge from travelling_vendor/dynamic_vendor_pricing
1 Year Ago
Calulate the running average as a double to properly capture averages for small sales amounts Don't save the previous average with the save data, we can calculate it on the fly Added a VendorPriceTester editor tool that can crunch analytics data to plot out the discount over time
1 Year Ago
Merge from main
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Fix walkway section using snow materials in large harbor S2P and HLOD harbor_1
1 Year Ago
Fixed incorrect pipe and barrel colours on small oil
1 Year Ago
Removed the rotation fix object on the searchlight_static prefab variants now that the mesh has been fixed and is pointing in the right direction Manually fix several instances where this object was rotated in monuments S2P sewer branch, excavator, stables B and military tunnels
1 Year Ago
S2P fishing_village_b
1 Year Ago
1 Year Ago
Merge from travelling_vendor/dynamic_vendor_pricing
1 Year Ago
Clamp npcvendingmachine.intervalHours between 1 and 120 hours
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Fixed crate_tools mesh incorrect rotation
1 Year Ago
1 Year Ago
Fixed team UI and some first person spectate NRE's while spectating a player in a demo
1 Year Ago
Lowered the explosion force multiplier on all bikes to 40 (was 400)
1 Year Ago
Allow elevators to send their request signal even if they are blocked by vehicles, this allows the elevator to at least be able to open and close the door if it is blocked by a vehicle
1 Year Ago
Merge from travelling_vendor/dynamic_vendor_pricing
1 Year Ago
Fix out of date codegen
1 Year Ago
Lowered default maximum price and starting surcharge to 200% (so double the initial price) Added total lifetime sales and intervals to printAllPriceChanges Added npcvendingmachine.PriceIncreaseAmount/PriceDecreaseAmount convar to control how quickly the price moves up and down (by default increases 10% and decreases by 5%, used to be 5% both ways)
1 Year Ago
Fix items rounding down to 0 cost if they had a 50% discount and were only 1 scrap to begin with (RIP free pickles), the minimum cost of an item will always be 1 scrap Consolidated all of the rounding and clamping to a single method in VendingMachine for easier management of issues like this
1 Year Ago
Fixed incorrect procmap spawner prefab setup
1 Year Ago
Merge from bikes/spawning
1 Year 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
1 Year Ago
S2P the above monuments
1 Year 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)
1 Year 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
1 Year 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
1 Year Ago
Merge from tutorial_speakwith
1 Year 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
1 Year Ago
Merge from auto_turret_demo_fix
1 Year Ago
Fix NRE when scrubbing through demos with an Auto Turret
1 Year 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)
1 Year 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
1 Year Ago
Disable the hands animator layer when downed and handcuffed
1 Year Ago
Merge from travelling_vendor/dynamic_pricing
1 Year Ago
Round the price on the vending machine screen correctly Some minor cleanup in the vending machine screen class
1 Year Ago
Merge from main