userJarryd Campicancel

13,285 Commits over 2,407 Days - 0.23cph!

Yesterday
Merge from fix_guid_null_primitive
Yesterday
Merge from fix_paste_mountable
Yesterday
Merge from heli_fixcars_changes_2
Yesterday
Include any SkeletonProperties referenced models as well
Yesterday
Scan the project for animations we need on the server every build
2 Days Ago
Cache the hand IK pos/rot in Update and then apply them in UpdatePlayerModel, more accurate
2 Days Ago
Ballista right hand IK now reflects rotation Updated right hand IK target on static and mobile ballista
2 Days Ago
Remove the ShieldHeldEntityOffset component from the python Add ShieldHeldEntityOffset to HCR
2 Days Ago
Include magnet crane and door animations in server build
2 Days Ago
Merge from main
2 Days Ago
Merge from fix_console_log_startup
2 Days Ago
Merge from parachute_hotbar
2 Days Ago
Merge from boat_aim_sway
2 Days Ago
Merge from growable_menu_changes
2 Days Ago
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2 Days Ago
Preserve the RMB behaviour when cloning plants
2 Days Ago
Merge from main
2 Days Ago
Player model equip tool no longer requires a PlayerModel, will work on any hierarchy with a l_prop, r_prop, l_hand and r_hand
2 Days Ago
Merge from pm_equip_tool
2 Days Ago
Continue to apply boat based sway while firing
2 Days Ago
Merge from main
2 Days Ago
Merge from main
2 Days Ago
Merge from fix_steam_nickname_bag
2 Days Ago
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2 Days Ago
Merge from ghostship_phys_improvements
2 Days Ago
Merge from drone_deploy_guide_fix
2 Days Ago
Merge from fallback_fishing_spawn
2 Days Ago
Added additional fallback positions to both harbors using a new SpawnPointFallback tag These will only be used if no procedural spawn points and no fishing village spawn points could be found
2 Days Ago
Make it private so it works better with domain reload
2 Days Ago
Added 16 fallback spawn points to each fishing village Players will be spawned at these points if the server fails to find a spawn point for any reason
3 Days Ago
Bypass AI animations again Bypass modular car garage animation
3 Days Ago
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
3 Days Ago
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
3 Days Ago
Fixed import on G note tuba play anim (needs at least 1 frame)
3 Days Ago
Merge from modular_boats_rw
3 Days Ago
Merge from hackweek_boxsorting
3 Days Ago
Merge from fix_grenade_split_world_skin
3 Days Ago
Merge from coconut_collider_fix
3 Days Ago
Merge from collectable_optim_pass
3 Days Ago
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
3 Days Ago
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
3 Days Ago
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
3 Days Ago
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Merge from fix_roof_debris
3 Days Ago
Merge from growable_menu_changes