userJarryd Campicancel
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13,074 Commits over 2,376 Days - 0.23cph!

2 Years Ago
Optimise the backpack reparent process so it uses the faster id based bone lookup
2 Years Ago
Readded the backpack slot enum to allow for per backpack left and right backpack slot offsets Slightly adjust the right hand side of the large backpack to better fit the new dimensions
2 Years Ago
Set up side holstering on large backpack
2 Years Ago
Merge from backpacks/player_remains
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Updated particle system IK to respect arc shape settings Not 1:1 for regular behaviour, but pretty close
2 Years Ago
Fixed deployed pump jacks not working, re-enabled old oil behaviour
2 Years Ago
Update unused mining quarry deployable (for modding, not vanilla)
2 Years Ago
Merge from backpacks/side_holster
2 Years Ago
Set up initial individual backpack offsets for all weapons
2 Years Ago
Remove backpack slot field
2 Years Ago
Use backpack specific offsets on each weapon holster info Apply specific rotation/offsets for both rocket launchers
2 Years 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)
2 Years 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
2 Years Ago
Merge from backpacks
2 Years Ago
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2 Years Ago
Reduce strict time limit back down to x3 frame budget
2 Years 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
2 Years Ago
Merge from main
2 Years Ago
Fixed spraycan not reassigning the owner id of entities when reskinning to a redirect skin
2 Years Ago
Show a ping for the campfire and furnace mission step
2 Years Ago
Replace the metal frags step with a requirement to produce 10 frags, rather than have 100 in your inventory
2 Years Ago
Fixed tutorial loot barrel throwing r/w gib errors
2 Years Ago
Add more crafting propmts to help text (low grade and hammer) Add a sprinting help popup
2 Years Ago
Reduce crafting times by 75% while in tutorial
2 Years Ago
Split tutorial help prompt triggers out into standalone gameobjects per trigger, loading multiple onto the same trigger volume seems unreliable
2 Years 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
2 Years 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
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
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2 Years 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
2 Years Ago
More timeline tweaks
2 Years Ago
Show paddle tutorial prompt the whole time the player is in the kayak
2 Years Ago
Some more placeholder cinematic stuff
2 Years Ago
Realign cinematic entity in protobuf so it doesn't collide with metal detector
2 Years Ago
Merge from texture-memory-review2
2 Years Ago
Protobuf, reapply planner changes, manifest
2 Years Ago
Merge from main
2 Years Ago
Added a ShouldSuppressLeftHandScreenShake option to new ViewmodelCameraAnimation component, disables the automatic left hand screen shake applied during reloads
2 Years Ago
Rework into a standalone component ViewmodelCameraAnimation Applied to paddle viewmodel for testing
2 Years 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)
2 Years Ago
Player will now look at a designated point during the tutorial cinematic (see postRotationLook and postRotationLook in PlayerEyes)
2 Years Ago
Removed all unused tutorial videos
2 Years Ago
Remove descriptions from tutorial missions, they're not used
2 Years 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