userJarryd Campicancel
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10,992 Commits over 1,950 Days - 0.23cph!

1 Year Ago
Possibly prevent NRE when opening a UI panel with an emoji compatible input field
1 Year Ago
Don't show the avatar of the killer on the death screen if streamer mode is enabled
1 Year Ago
Show emojis on market terminal
1 Year Ago
Merge from industrial
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Revert 79559, we want to to show repair costs even if they are 0/0 as that indicates that the item needs to be in the players inventory
1 Year Ago
1 Year Ago
Size adjustments Only process emoji's that have conditional ownership on the server (cuts down on a lot of processing for emoji's we don't care about on the server)
1 Year Ago
Initial support for emoji use in vending machine names Includes full emoji gallery in vending machine admin panel as well as support for displaying emoji in tooltips
1 Year Ago
Merge from industrial
1 Year Ago
Fixed conveyors not being able to move the additional blueprint slots on Industrial Crafters
1 Year Ago
Fixed some double substitutions
1 Year Ago
Automatically apply the skin tone version when typing in an emoji (eg. typing :angry: will automatically insert :angry+x: where x is the selected skin tone)
1 Year Ago
Merge from parent
1 Year Ago
Initial string substitution work
1 Year Ago
Take a new approach, just alpha out the emoji string and spawn the emoji visual in the midpoint of the alpha'd out string Doesn't look quite as neat but keeps input field compatibilty intact
1 Year Ago
Merge from industrial
1 Year Ago
Some additional NRE checks in StorageAdaptor
1 Year Ago
Changed zipline platform layers to World, fixes not being able to deploy drone on the platforms
1 Year Ago
More progress, moving the caret around an input field with emoji is now mostly working Required some internal TmPro changes
1 Year Ago
Don't show a repair cost row on the popup if the cost is 0 items
1 Year Ago
Fix repair indicator not appearing when hitting a damaged item if the player has no relevant repair items in their inventory (NaN division)
1 Year Ago
Merge from industrial
1 Year Ago
Fixed refinery adaptor placement
1 Year Ago
Reworked storage adaptor deploy volumes to prevent placement when the storage adaptor is clipping into something solid This generally resulted in inaccessible sockets due to the width check of the pipes Should fix boxes placed under workbenches not being able to be picked up because they have a storage adaptor on them that can't be removed
1 Year Ago
Merge from io_line_thickness
1 Year Ago
Added the ability to adjust IO line thickness via the scene view editor Clamped between 0 (current thickness) and 1 (very chonky) Will only apply to Fluid and Electrical connections
1 Year Ago
Merge from industrial
1 Year Ago
Added a warning to the IO crosshair info if looking at an entity that you don't have the correct building privilege to make a connection to
1 Year Ago
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1 Year Ago
Cache skin variant base name
1 Year Ago
Remove IEmojiSource, abstraction is no longer needed
1 Year Ago
Attempting to make emoji work inline with an input field, still very broken
1 Year Ago
Remove curve evaluations and tuple usage in pipe generation job to make it burst compatible
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Merge from industrial_merge
1 Year Ago
Merge from industrial
1 Year Ago
Cherry pick 79415 ignoring tracability
1 Year Ago
Merge from zipline_dismount_fix
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Blueprint filter fixes
1 Year Ago
Filter fail conveyor output will now activate if no items were able to be moved due to the Max filter option (this behaviour only applies if the conveyor actually has output containers)
1 Year Ago
Potential NRE fix during server load
1 Year Ago
Merge from industrial
1 Year Ago
Compile fixes
1 Year Ago
Filter buffer UI process
1 Year Ago
Filter calc fix