userJarryd Campicancel

13,668 Commits over 2,466 Days - 0.23cph!

6 Hours Ago
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Today
Merge from easter_disable_2026
Today
Disable easter event
Today
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Today
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Today
Merge from main
Today
Merge from storage_adaptor_prevent_building_fix
Today
Storage adaptor prevent building check now uses the StorageAdaptorAllowCollisionGroup, fixes placement on large industrial furnace Should be simpler to manage going forwards
Today
Merge from ducked_splash_fix
Today
Possibly fixed player getting splashed by explosive damage when crouched under a half height floor and the explosion detonates above the floor Do an additional line of sight check when damaging ducked players if closest point on the player bounds is within 0.1m (additional LOS is 01.m below original check) Also removed an old log in TimedExplosive
Today
Merge from fix_manifest_errors
Today
Assign Root Bones to the Model component on: turret_attackheli sedanrail.entity 50cal.base.entity shovel.entity food_pie_generic.entity
Today
Converted wall.frame.shopfront_static and wall.frame.shopfront.door_static to StabilityEntity (was Door) Neither have animators so they wouldn't have worked as doors anyway and as far as I can see they aren't used by vanilla content anywhere
Today
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
Today
Merge from main
Today
Merge from water_well_B_spawn_fix
Today
Fixed food cache not spawning in water well B
Yesterday
Merge from whatusesthis_fast_path
Yesterday
Added a faster version of What Uses This that will appear when right clicking script files Uses text search rather than generating the full project database Won't appear if the regular "What Uses This" database has been generated as that will be faster than this version Takes about 25s to find all uses of a script
Yesterday
Merge from broken_glass_col_fix
Yesterday
Merge from CrateToolsFX
Yesterday
Merge from lumberjackHoodie_Industrial
Yesterday
Merge from nighttimeduration
Yesterday
Merge from crypt_window_collision_fix
Yesterday
Merge from grenade_input_refactor2
Yesterday
Compile fix
Yesterday
Alternative, much less risky grenade third person/anim fix Once a player starts aiming, don't let aiming state reset to false until the weapon is thrown (should prevent any anim dithering) Add a new third person only code path that just emulates the first person logic flow, this should prevent any bugs leaking into first person mode and we odn't need to make any changes across all of the grenade types
Yesterday
In theory synced everything up
Yesterday
Adjust interaction conditions, move admin panel to ShopClosedRoot and only use it for opening the store Supress no orders errors
Yesterday
Don't collapse RendererLODs if there are multiple RendererLODs on the same object They would end up fighting over the filter/renderer
2 Days Ago
Fixed player heads not appearing on small hunting trophy
2 Days Ago
Create a crude oil producer prefab, deposits oil into a LiquidContainer Added support to modular car fuel module to carry crude Crude oil will be pushed from the producer into the tanker via fluid IO
2 Days Ago
Fixes FIxed car tyres throwing an NRE if they are spawned as part of a scene
2 Days Ago
Add option for Water Catchers to skip the sky physics check Create a new static water catcher with a custom production rate that doesn't require sky visibility Move water catcher collection updates out of Invokes and into a work queue (they are only every 60s but Invokes won't scale once we add a lot more around the map)
3 Days Ago
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
3 Days Ago
Cleanup, fixed some duplicated stuff from the shelves work
3 Days Ago
Fixed some redirects
3 Days Ago
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
3 Days Ago
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
3 Days Ago
Merge from main (no conflicts)
4 Days Ago
Refactor f1 grenade input handling to not rely on viewmodel events, fixes them not being throwable in third person Should be unchanged for players