userJarryd Campicancel
reporust_rebootcancel

12,443 Commits over 2,588 Days - 0.20cph!

2 Years Ago
Adjust position of industrial adaptor and lock slots slightly to better fit the model
2 Years Ago
Merge from main
2 Years Ago
Adjusted LOD levels to match vanilla TC
2 Years Ago
Increased the default npc vending machine IntervalHours to 5 in-game days This means that prices will adjust themselves every 5 in game days, used to be 4 times a day This should result in more stable prices and smooth out the sharp drop off of prices a week into a monthly wipe
2 Years Ago
Merge from main
2 Years Ago
Unsaved changes
2 Years Ago
Simplify TwistCorrectionComponent
2 Years Ago
Ported the two bone IK component into our framework Updated the twist scene with a more representative example of bone shearing
2 Years Ago
Made an example scene for the twist component Fixed the TwistCorrectionComponent resetting it's initial rotation offset value every time the component is updated, preventing it from working at all
2 Years Ago
Gibs, more closely match icon
2 Years Ago
Set up skin, rebuild deployable prefab to keep consistency with base TC
2 Years Ago
Merge from main
2 Years Ago
Added a timeout and make sure the UI is layered properly in the HUD
2 Years Ago
Add some fallbacks if a player dies, walks too far away, is wounded, etc mid game
2 Years Ago
Converted the RPS gesture UI into a non blocking UI Added UI support for draws
2 Years Ago
Merge from parent
2 Years Ago
Server side cancel fix
2 Years Ago
Refactor RPS into a more generic gesture interaction system, WIP
2 Years Ago
Merge from parent
2 Years Ago
Remove the ridiculous invoke handling system for fading in/out gesture layers, was responsible for a bunch of bugs with the handcuffs Now uses a single simple update method called every frame, much easier to debug and understand Update the default gesture bindings for surrender
2 Years Ago
Compile fix
2 Years Ago
Merge from main
2 Years Ago
Merge from midi_unsubscribe
2 Years Ago
Unsubscribe from the midi inputs when MidiConvar.Enabled is set to false, should allow another instance of the client to register to the events
2 Years Ago
Merge from io_flooding_fix
2 Years Ago
Marked the prevent_building volume as IgnoreWireCheck to allow IO wiring while standing near the deployable. Affected deployables: Twitch Rivals Desk Simple Chair Sofa (+pattern version) Rocking Chair (all skins) Beach Chair Piano Xylobone Drumkit Microphone Stand Hitch & Trough
2 Years Ago
Merge from main
2 Years Ago
Merge from car_door_destroy_fixes
2 Years Ago
Merge from kitchen_collider_fixes
2 Years Ago
Fixed kitchen_cabinet_100 and kitchen_cooker incorrectly positioned collider Affects underwater labs and desert bases, also arctic research base (ran S2P, no scene changes)
2 Years Ago
Fix player model issues
2 Years Ago
Merge from parent (stomp player_model)
2 Years Ago
Fix drumkit.deployed and waterbucket.worldmodel changes
2 Years Ago
Compile fixes, regenerate PlayerAnimation controller
2 Years Ago
Merge from main (stomped PlayerAnimator and BaseMountable)
2 Years Ago
Merge from compiler_field_fixes (should resolve prefabs reimporting when changing between Client and Server)
2 Years Ago
Merge from main
2 Years Ago
Merge from gesture_cancel_fix
2 Years Ago
Force the endGestureLoop trigger to false when starting a trigger, fixes it sometimes getting left on if the player cancels a looping gesture while the gesture is beginning
2 Years Ago
Merge from main
2 Years Ago
Change convar name of surrender gesture
2 Years Ago
Add a gizmo to ZiplineTargets
2 Years Ago
Added ziplinelaunchpoint.highlight convar, draws an arrow with DDraw for every zipline on the server
2 Years Ago
Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
2 Years Ago
Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
2 Years Ago
Remove unused field
2 Years Ago
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
2 Years Ago
Merge from vm_rotate_around_modifier (includes changes from main)
2 Years Ago
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera Reducing this value will make the weapon rotate differently, preventing clipping Also improved some math in here for an extremely marginal performance gain
2 Years Ago
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera