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

1 Year Ago
Integrated every class that derives from LodComponent to use new FastLOD system
1 Year Ago
Initial work on an ECS based LOD system Currently only supports RendererLOD components Adds support for adjusting LOD bounds while aiming down a scope to ensure higher quality visuals when zoomed in
1 Year Ago
Conveyors will now turn back on after receiving power if they were on when they lost power
1 Year Ago
WIP hitbox suport
1 Year Ago
Editing is now locked while a player has a held entity (please don't shoot the mannequin) Player no longer collides with mannequin rotation gizmos UI fixes
1 Year Ago
Can now edit all three bones on each finger
1 Year Ago
Can no longer open the mannequin loot while editing is taking place
1 Year Ago
Eliminated the brief snap to incorrect pose when first spawning a mannequin
1 Year Ago
Implement a hash check to limit excessive clothing rebuilds, mannequins will now only regenerate their clothing if the clothing actually changes
1 Year Ago
Item icons Fixed mannequins wearing underwear or enabling censorship cubes if the respective censorship setting was enabled
1 Year Ago
Added a small support rod that appears if both feet on the manequin aren't touching the ground (realism!)
1 Year Ago
Unsaved
1 Year Ago
Default mannequin to T-pose and add a T-Pose option to the animator Mannequin edit will now get cancelled if the player editing gets disabled or leaves range Can no longer rotate the hips
1 Year Ago
Refactors Added dances to animation selections Applied a grid texture to the mannequin
1 Year Ago
Added a swap option, can now swap your current clothing with a mannequin (refactored part of the locker swap process and made it static so we can reuse it as it seems pretty battletested) Increased the size of the joint gizmos so they're not entirely clipped by the mannequin when wearing bulky clothing Can now modify the neck and head bones
1 Year Ago
Added the ability to open an animation window while editing mannequins, allows player to pick from a list of animations and scrub through them to set a pose Bones can still be manually manipulated after selecting an animation, so the animations can be used as a starting point for further refinement
1 Year Ago
Proper saving/loading
1 Year Ago
WIP saving/loading
1 Year Ago
Proper rotation handles when moving joints
1 Year Ago
Starting pass on gizmos for adjusting the pose of the mannequin, feels pretty bad right now but the fundamentals are there
1 Year Ago
Mannequin inventory behaviour now matches player clothing behaviour (can't equip a hazmat suit and other clothing)
1 Year Ago
Make the female version a prefab variant, better model placement
1 Year Ago
Added a female version (separate prefab/deployable)
1 Year Ago
Made mannequin specific head/torso/feet/etc prefabs (identical to defaults for now) Added a Mannequin skin set config to allow for new materials
1 Year Ago
Testing out a player deployed clothing mannequin Currently works as a 7 slot inventory that player can deposit clothing into, spawns a default player model and displays the clothing Also supports showing skins on items
1 Year Ago
Fixed some issues with the skin picker UI
1 Year Ago
Import first batch of emoji Delete placeholder content
1 Year Ago
HLOD generation will now disable r/w on meshes as part of the build
1 Year Ago
Fixed green pipe option not appearing in radial menu (whoops)
1 Year Ago
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky) Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
1 Year Ago
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05) Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
1 Year Ago
Added UI to expose new filter options
1 Year Ago
Merge from industrial
1 Year Ago
Holding sprint while placing industrial pipes adjusts the placement raycast so it collides with deployables, allows running pipes around boxes like in the update trailer Increased the offset industrial pipes have from the placement surface by 0.01
1 Year Ago
Item redirects will no longer appear in the filter search Fixed several cases where filters wouldn't properly filter item redirects (redirects should be treated as their base object, eg. one hazmat and one arctic suit = 2x hazmats for filtering purposes) Fixed NPC clothing appearing in the filter search box
1 Year Ago
Cancel any ongoing minimum mode transfers if the container runs out of items for any reason
1 Year Ago
Fixed min/max variables not working when assigned to blueprint filters
1 Year Ago
Merge from main
1 Year Ago
Fixed contacts button not re-enabling after connecting to a server if the previous server had contacts disabled
1 Year Ago
Reapply 78917 on the right branch
1 Year Ago
Subtract, wrong branch
1 Year Ago
Fixed batteries incorrectly draining from entities connected via non electric connections (likely affected some water stuff as well)
1 Year Ago
Likely fix for spectate button in admin ui not working
1 Year Ago
Fixed conveyor screen showing item icons flipped on the X axis
1 Year Ago
Increase buffer time to keep slide forward after reloading to 1s
1 Year Ago
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1 Year Ago
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1 Year Ago
Merge from pistol_slide_remerge2