userJarryd Campicancel
reporust_rebootcancel

13,668 Commits over 2,466 Days - 0.23cph!

43 Days Ago
Merge from main
43 Days Ago
Enable box sorting on the component boxes
43 Days Ago
Change nightlight defaults nightlight_brightness - 0.005 nightlight_distance - 5
44 Days Ago
Better approach, only allow one device per index be connected at once
44 Days Ago
Gibs, colliders
44 Days Ago
First pass regular armoured hatch setup
44 Days Ago
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44 Days Ago
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44 Days Ago
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44 Days Ago
Merge from main
45 Days Ago
Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues
45 Days Ago
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45 Days Ago
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45 Days Ago
Merge from main
45 Days Ago
Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
45 Days Ago
Another artifical temperature safety check
46 Days Ago
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46 Days Ago
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46 Days Ago
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46 Days Ago
Merge from collectable_optim_pass
46 Days Ago
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
46 Days Ago
Possible genetic growable crossbreeding fix
46 Days Ago
Merge from main
46 Days Ago
Fixed deep sea signal computer server colliders not being stripped on the client Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
46 Days Ago
env.nightlight_brightness defaults to 0.005 (was 0.022) Adjusting due to new darkness levels
46 Days Ago
Safety checks for PartialMobileStaticGrid
46 Days Ago
Merge from island_cliff_water_fix
46 Days Ago
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water No idea what the actual cause is, it doesn't seem to be affected by the ocean topology S2P both islands
47 Days Ago
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47 Days Ago
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47 Days Ago
Added a searchlight debug mode to try and figure out the volumetric animation
47 Days Ago
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
49 Days Ago
Fix PartialMobileStaticGrid NRE on startup
50 Days Ago
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
50 Days Ago
Merge from bushfix
50 Days Ago
Merge from boxes_dlc
50 Days Ago
Merge from signalcomputercollider
50 Days Ago
Merge from mobile_grid_fixes
50 Days Ago
Force the player model to play the deploy animation when switching between entities that use planners
50 Days Ago
Updated held positions for all guitars + bass
50 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
50 Days Ago
Reapply tutorial island mesh, apply correct orientation
50 Days Ago
SplashableStaticGrid is now PartialMobileStaticGrid Added a PartialMobileStaticGrid to GrowableHeatSource so heat sources on boats (or any moving entity) work with planters Fixed PartialMobileStaticGrid not working on entities deployed on a boat being edited and then the boat was finished, now removes and readds itself to the grid in OnParentChanging (had to add a OnParentChanging override in a bunch of places)
51 Days Ago
Merge from boat_aim_sway
51 Days Ago
Apply boat aim sway if the player is mounted to an entity on a boat ADS aim sway is now applied while mounted, might be some unintended side effects of this (although it means things mechanics like clothing accuracy bonuses are now being applied correctly)
51 Days Ago
Merge from main
51 Days Ago
Merge from baked_mesh_optim
51 Days Ago
Reprocess the island meshes, apply a 10 degree limited dissolve on the underwater portions of the island and apply a 0.5 degree dissolve the above water portions Doubles the size of the mesh, but brings the collisions more in line with the visuals and it's still about 75% smaller than last months version of the meshes Moved the original FBX exports of the islands to a SourceIslandMeshes folder in the root of the project in case we need to modify these setteings in the future
51 Days Ago
Merge from main
51 Days Ago
Merge from baked_mesh_optim