userJarryd Campicancel

13,894 Commits over 2,527 Days - 0.23cph!

5 Hours Ago
Fixed torch attack animations not working on non local players
Today
Lots of boilerplate for shop renting system Expose a scrap cost per real time hour and initial fee for opening a shop Require initial fee and 24 hours of rent to open the store Deduct rent each hour, evict owner if can't make rent Rent is stored in VM storage, so successful sales will extend tenancy Added RentableShop.ProcessRentTick convar that makes all shops pay rent straight away
Today
Merge from main
Today
Merge from PlayerRigUpdate2
Today
Merge from ballistic_helmet_weight_fix
Today
S2P all floating cities, fixes missing mannequin meshes
Today
Remove unused override
Today
Merge from industrial_dlc
Today
Fixed industrial torch anims not applied to sub systems
Today
Merge from main
Today
Merge from mortar_prototype (fixes mortar animations)
Today
Fix editor only NRE when playing first person sounds
Today
Fix
Today
Fixed ProjectileModPartVisibility disabling unrelated VM's on deploy Removed viewmodel string based lookup, now requires the same component on the VM with direct references (string lookup will return the root transform if no match was found, so the whole VM was being disabled)
4 Days Ago
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4 Days Ago
Industrial torch uses vm camera Fixed 3p flare visible in first person
4 Days Ago
Swap out the materials on the industrial torch when enabled/disabled
4 Days Ago
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5 Days Ago
Merge from tutorial_animator_fixups
5 Days Ago
Delete some more deprecated components
5 Days Ago
Removed the deprecated cinemachine camera component from the end tutorial cinematic Update the tutorial NPC to use a child animator rather than cinematic mode (we'll eventually phase out cinematic mode)
5 Days Ago
Merge from PlayerRigUpdate2
5 Days Ago
Added a toggle to disable spine IK to animator sub systems Applied to shopkeeper NPC
5 Days Ago
Hardcode drop_item gesture to 1s as it's now faster
5 Days Ago
Added a toggle to all animation sub systems that disables them when gesturing Not a great fix, would be cleaner to move gestures to their own sub system but for now it will have to do
5 Days Ago
Fixed vehicle aim yaw not being carried over when changing weapons while mounted to a boat seat Refactored to just use a static list of parameters (see AnimatorFloatParamsToCopy)
5 Days Ago
Merge from main (no conflicts)
14 Days Ago
Merge from main
15 Days Ago
Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
15 Days Ago
Sphere tank scene is now playable
15 Days Ago
Added a crude oil producer to dome
15 Days Ago
Merge from fluid_io_updates Creating new branch to combine player maintained monuments
15 Days Ago
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15 Days Ago
Merge from main
18 Days Ago
Fixed gingerbread man corpses throwing errors
18 Days Ago
Updated position of player model in wanted poster renders
18 Days Ago
Fix mountable sub systems not properly getting disabled when scrubbing in a demo
18 Days Ago
Lock the sprint system to not run for the first 2s a weapon is equipped (hacky fix)
18 Days Ago
Fixed hands layer not properly restoring to 0 weight if player unequipped the LR while sprinting
18 Days Ago
Debug readout + removed a log
18 Days Ago
HeldEntitySprintModifier now fades out the spine IK along with the upper body animator layer
18 Days Ago
Created a new clip and just hardcoded the r_prop values, fixes the hold pose
18 Days Ago
Updated clip and mask on LR Still not working properly, R-Prop values look incorrect in the sprint animation
19 Days Ago
Show icons on the marketplace terminals
19 Days Ago
Experimenting with a HeldEntitySprintModifier new animation sub system Plays a selected animation on the right arm once the player goes above a set speed, allowing more left arm movement to show Fades out the hands layer on the root player model as this clip fades in so we get the upper body movement Setup on the LR right now, using the torch idle pose so it looks busted but it gets the idea across Should only need a simple loop or single frame pose with the r_prop at the right