userJarryd Campicancel
reporust_rebootcancel

12,359 Commits over 2,101 Days - 0.25cph!

1 Year Ago
Merge from backpacks/player_remains
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Updated particle system IK to respect arc shape settings Not 1:1 for regular behaviour, but pretty close
1 Year Ago
Fixed deployed pump jacks not working, re-enabled old oil behaviour
1 Year Ago
Update unused mining quarry deployable (for modding, not vanilla)
1 Year Ago
Merge from backpacks/side_holster
1 Year Ago
Set up initial individual backpack offsets for all weapons
1 Year Ago
Remove backpack slot field
1 Year Ago
Use backpack specific offsets on each weapon holster info Apply specific rotation/offsets for both rocket launchers
1 Year Ago
Added an override bone option to WearableHolsterOffset, allows a piece of clothing to override which bone entities parented to a slot go into (eg. move back mounted weapons to spine4 while a backpack is equipped)
1 Year Ago
Initial implementation of new player remains bag model Show closed state if bag hasn't been opened Show open state once bag has been opened Show debris if the bag has been opened and has more than 3 items in it and it's rigidbody is resting
1 Year Ago
Merge from backpacks
1 Year Ago
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1 Year Ago
Reduce strict time limit back down to x3 frame budget
1 Year Ago
Added an early out in the industrial conveyor logic that will stop the split item being created if there is no obvious place for it to go on the target output container An unneeded split item could still be created and then rejected from the container in some cases, but this should dramatically lower the number of items being created and then destroyed as part of the conveyor process Don't enforce the strict transfer time limits on the first transfer a conveyor does, as that involves some intial pooling that won't reoccur (likely less problematic in a build) Fixed some cases where the strict time limit wasn't being enforced properly
1 Year Ago
Merge from main
1 Year Ago
Fixed spraycan not reassigning the owner id of entities when reskinning to a redirect skin
1 Year Ago
Merge from tutorial_island
1 Year Ago
Show a ping for the campfire and furnace mission step
1 Year Ago
Replace the metal frags step with a requirement to produce 10 frags, rather than have 100 in your inventory
1 Year Ago
Fixed tutorial loot barrel throwing r/w gib errors
1 Year Ago
Add more crafting propmts to help text (low grade and hammer) Add a sprinting help popup
1 Year Ago
Reduce crafting times by 75% while in tutorial
1 Year Ago
Split tutorial help prompt triggers out into standalone gameobjects per trigger, loading multiple onto the same trigger volume seems unreliable
1 Year Ago
Added ability for deploy objectives to look up using item defs instead of just BaseEntity (still need to support BaseEntity due to building blocks) TutorialBuildTargets can now detect redirect skins
1 Year Ago
Make initial crafting objective use proper item names eg. "Stone Pickaxe" rather than just "pickaxe" Update dialogue for NPC in build base convo to more accurately reflect where the base is now Update soft side help text to mention x shaped structure Capitalise bandage on kill the bear mission
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Fixed bardoors loading in the incorrect location, sometimes when entering network range on the client and sometimes when loading a save on the server
1 Year Ago
More timeline tweaks
1 Year Ago
Show paddle tutorial prompt the whole time the player is in the kayak
1 Year Ago
Some more placeholder cinematic stuff
1 Year Ago
Protobuf
1 Year Ago
Merge from tutorial_island
1 Year Ago
Realign cinematic entity in protobuf so it doesn't collide with metal detector
1 Year Ago
Merge from texture-memory-review2
1 Year Ago
Protobuf, reapply planner changes, manifest
1 Year Ago
Merge from main
1 Year Ago
Added a ShouldSuppressLeftHandScreenShake option to new ViewmodelCameraAnimation component, disables the automatic left hand screen shake applied during reloads
1 Year Ago
Rework into a standalone component ViewmodelCameraAnimation Applied to paddle viewmodel for testing
1 Year Ago
Added a cameraModifyBone field to the viewmodel, when a transform is assigned to this its rotation will be added additively to the final camera position Eg. if this bone is rotated 2 degrees on the x and raised 0.1m the camera will do the same Could be used for authored camera animations on viewmodels since the bone could be assigned to a helper bone in the animated hierarchy The bone needs to start at a neutral pos/rot (0,0,0 on both)
1 Year Ago
Player will now look at a designated point during the tutorial cinematic (see postRotationLook and postRotationLook in PlayerEyes)
1 Year Ago
Removed all unused tutorial videos
1 Year Ago
Remove descriptions from tutorial missions, they're not used
1 Year Ago
Player clothing is now rechecked for changes when a demo is scrubbed, fixes cases where scrubbing past clothing changes woudl result in the player not having the correct clothing equipped visually