userJarryd Campicancel
reporust_rebootcancel

13,060 Commits over 2,376 Days - 0.23cph!

2 Years Ago
More videos
2 Years Ago
Removed the OnItem broadcast message in ItemPanel, replace with IItemPanel interface
2 Years Ago
Remove burlap shirt viewmodel being listed as the inventory panel This has been assigned since 26531(!) but doesn't seem to cause an issue in builds (possibly due to bundling?) Fixes exception when selecting burlap shirt
2 Years Ago
Campfire stuff, remove placeholder label
2 Years Ago
More videos
2 Years Ago
Tutorial help prompts now have a priority, if two prompts are both valid for display we will pick the one with the higher priority
2 Years Ago
Added missionshud.blockdisplay convar for filming Started taking a better revision of all of the tutorial videos to fit the new format
2 Years Ago
Fixed burst icon not updating until the player mouses over the item icon in builds Now updates on flag change, so immediately Fixed burst icon not working on weapons with built in burst capabilities
2 Years Ago
Disable the burst toasts
2 Years Ago
Cherry pick 91313, ignoring traceability
2 Years Ago
Merge from burst_icon_merge
2 Years Ago
Cherry pick 91315 ignoring tracability
2 Years Ago
Added some protections for null user names in the friend picker UI
2 Years Ago
Fixed heavy scientist figurine getting picked up as the hazmat version
2 Years Ago
Merge from main
2 Years Ago
Code review tweaks
2 Years Ago
Merge from main
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
Fireballs parented to heli crates will now always align upwards, the rotation of the heli crate is unchanged
2 Years Ago
Remove PlayerInventory.debugWearIssues, no longer needed
2 Years Ago
Fixed sleepers not updating clothing
2 Years Ago
Server logs
2 Years Ago
Print entity names
2 Years Ago
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
2 Years Ago
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly) When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)
2 Years Ago
Reapply HeadDispenser component to player_corpse_new
2 Years Ago
Merge from main
2 Years Ago
Compile fix
2 Years Ago
Merge from main
2 Years Ago
Apply final rotation offset to bow
2 Years Ago
Fixed bow hold, was missing a slot on the animator override and I forgot to disable the legacy spine IK system
2 Years Ago
WIP setup for 3qrs bow hold, still not quite working
2 Years Ago
Added a left hand look at rig, exposed the option on held entities to use a left/right/none look at mode
2 Years Ago
Merge from PlayerRigUpdate
2 Years Ago
Removed all RendererBatch, AddToHeightMap and InstancedMeshFilter from cliff objects on island (fixes incorrect terrain splat lookup)
2 Years Ago
Fixed figurines lodding incorrectly when parented to tugboats
2 Years Ago
Unsaved
2 Years Ago
Added liquidcontainer.debugAmounts convar that throws some Ddraw text up to communicate what is happening during water transfers Added liquidcontainer.ClearAllLiquidInContainers convar that clears all liquid, server wide Both are editor only, I added them while debugging an issue. Couldn't find the issue but they might be useful in future
2 Years Ago
Fix smart switch not calculating passthrough properly after receiving inputs from it's turn on/off slots (same issue as regular switch, just needed to be applied here as well)
2 Years Ago
Merge from main
2 Years Ago
Fixed a case where water pumps wouldn't transfer water when connected to a water barrel via a combiner
2 Years Ago
MeshTerrainRoot implements IClientComponent
2 Years Ago
Retrieve terrain type as a float, seems to fix terrain type errors
2 Years Ago
Codegen, manifest
2 Years Ago
Merge from main
2 Years Ago
Added an editor tool under Tools/Materials/Spawn All Materials that spawns a quad for every material in the project at 0,0,0 in the world Running the game in play mode and then looking at the quads seems to trigger Unity's material update process, saving the project after leaving play mode generates 1724 material changes I won't commit the material changes here since main is locked down, but we should be able to run this next week to hopefully resolve the constant material spam when checking in
2 Years Ago
Fixed UI raycast issues in the upper portion of the inventory
2 Years Ago
Split fill TC and upgrade to wood into two different missions for easier help info logic Don't allow player to rotate or demolish blocks on tutorial