userJarryd Campicancel
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12,631 Commits over 2,315 Days - 0.23cph!

3 Months Ago
Possibly fixed some issues with modifiers not calculating time properly
3 Months Ago
Codegen to fix compile errors
3 Months Ago
Merge from main
3 Months Ago
Removed the 20%, 40% and 60% scrap cost increase in hardcore, tech tree costs should match vanilla (just without guns)
3 Months Ago
Merge from main
3 Months Ago
Readd wearable randomisation component, add a toggle that controls whether it runs, turned it off on the pilot hazmat Added debug.blockWearableMaterialRandomisation admin convar for media that will block the randomisation process entirely
3 Months Ago
Merge from main
3 Months Ago
Fixed NVG looping sfx getting lost when modifying other clothing
3 Months Ago
Update spawned viewmodel with same skin colour as preview model
3 Months Ago
Spawn a player model instead of a BasePlayer Spawn the associated entity via ItemModEntity and equip it via WorkshopPlayerPreview Turn the spawned player model 180 degrees Add an Image component to the button used in this scene and populate it with the item icon Codegen so that the static fields in this scene are handled by domain reload
3 Months Ago
Move EmissionScaledByLight out of Update into a work queue capped at 0.01ms/frame, should save around 0.05ms a frame on a proc gen map
3 Months Ago
Merge from main
3 Months Ago
Disable WearableRandomMaterial, was just an internal test
3 Months Ago
Merge from tutorial_baked_foliage_removal
3 Months Ago
Scene changes
3 Months Ago
Update some outdated splats on tutorial island
3 Months Ago
Merge from main
3 Months Ago
Don't allow non clothing or clothing that would be considered conflicting to be loaded onto the mannequin
3 Months Ago
Update mannequin to mimic player part creation process using a new skin set, this will allow us to selectively disable the parts of the mannequin like we do player parts
3 Months Ago
Allow the mannequin inventory to be opened
3 Months Ago
Codegen
3 Months Ago
Merge from pilot_hazmat_dlc
3 Months Ago
Merge from main
3 Months Ago
Adjust the logic that triggers the WearableEyeViewAdjustment behaviour so that it happens when the player is killed (set isLocalPlayer on the corpse player model and check for First person view)
3 Months Ago
Added new WearableRandomMaterial component, allows material randomisation per item
3 Months Ago
Merge from main
3 Months Ago
Spawn player example
3 Months Ago
New scene, no gameplay
3 Months Ago
Merge from naval_update
3 Months Ago
Merge from main
3 Months Ago
Fix not being able to repair skinned weapons that are crafting blocked by game mode (eg. redirect ak skins)
3 Months Ago
Merge from hardcore_refresh
3 Months Ago
Merge from main
3 Months Ago
Slight tweak
3 Months Ago
Fixed an edge case where a sprinkler would be visually spraying but not draining water or affecting sprinklers after the power was cut to a water pump
3 Months Ago
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3 Months Ago
Merge from hardcore_refresh
3 Months Ago
Another possible map clearing while server restarts fix
3 Months Ago
Merge from hardcore_refresh
3 Months Ago
Fill in changes on hardcore prefab (for inventory game mode UI)
3 Months Ago
Merge from hardcore_refresh
3 Months Ago
Updated the compass description to mention the behaviour when it's on the belt bar
3 Months Ago
Fix a regression where the map was briefly visible when the map was closing while fog of war is active
3 Months Ago
Don't give the player the selected item (we don't want multiple viewmodels) Don't override the vm position and allow vm camera renderering, instead allow us to override where the vm camera renders from (for these purposes adjusting it 50m down is fine)
3 Months Ago
Reapply stomped changes
3 Months Ago
Merge from main (had to stomp BaseViewModel changes)
3 Months Ago
Merge from hardore_refresh
3 Months Ago
Don't show the mission button on the map if missions are disabled by the active game mode
3 Months Ago
Better map handling of sleeping bag clusters and fog, fixes clusters disappearing when opened
3 Months Ago
Merge from hardcore_refresh