userJarryd Campicancel

13,444 Commits over 2,435 Days - 0.23cph!

Today
Fixed first person light effect not working
Today
Merge from main
Today
Merge from cannon_hit_slowdown_revert
Today
Merge from bb_triangle_floor_frame_fix
Today
Merge from brutalist_skin_shadows_fix
Today
Merge from camera_fog_fix
Today
Merge from manifest_size_optimization
Today
Merge from server_side_server_list_filters
Today
Merge from easter_fixes_2026
Today
Fixed incorrect item id on ladder hatch
Today
Merge from armored_ladder_hatch
Today
Merge from shield_idle_collider
Today
Fix local shield collider being disabled permanently after attacking (wouldn't have actually affected any server side hit detection)
Today
Merge from main
Today
Merge from shield_idle_collider
Today
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Today
Merge from Armored_ladder_hatch
Today
Descriptions, fix guide mesh offset on triangle
Today
Temp crafting costs
Today
Icons
Today
Triangle hatch prefab setup Enable r/w on collision meshes
Today
Apply primitive cylinder colliders to top and bottom hatches
Today
Allow held items on water wheel mountable Apply same hack as rocking chair - apply parameters inside ForceUpdatePlayerModel but still return false
Yesterday
Switch to easter event UI Fix exception on egg LOD component
Yesterday
Merge from wiretool_rpcflood_fix
Yesterday
Merge from shipping_container_skin_frames_fix
Yesterday
Merge from storage_box_dlc_corpse_references
Yesterday
Shields now switch to a smaller collider when RMB isn't being held
Yesterday
Merge from auto_particle_cinematics
Yesterday
Added a new cinematic particle toggle in editor preferences (Edit>Preferences>Facepunch>Cinematic that automatically sets any particles dragged into the scene as looping and scaled by hierarchy Added a menu item (Tools>Cinematic>Apply Cinematic Settings to Selected Particle Systems) that applies the same modification to all selected particle systems (this can also be hotkeyed via the editor shortcuts window)
Yesterday
Update prefab with latest model, still has issues
Yesterday
Merge from main
Yesterday
Merge from hackweek_server_mesh_cull Removes Mesh data from server builds that is only used for client rendering Saves around 620mb of memory at runtime Removes 2.7GB on disk from server builds Any mesh marked as R/W (due to collisions) is still included, as well as some AI animations and a select few animations that are needed on the server
Yesterday
Remove BuildMapServer test method
Yesterday
Regenerate player.skeleton asset, was causing an exception in manifest builds Hopefully explains missing guids in builds
2 Days Ago
Merge from weather_fix
2 Days Ago
Merge from midijack_win11_update
2 Days Ago
Merge from deep_sea_planter_fix
2 Days Ago
Merge from lantern_deployable_on_rock
2 Days Ago
Merge from mature_stage_duration
2 Days Ago
Make charms field private on viewmodel
2 Days Ago
Increased the mature stage of growable plants to 24 hours (was 14) Affects black, blue, green, red, white, yellow berries Corn, Hemp, potato, pumpkin, wheat Growable flowers were already over 24 hours so they're unaffected
2 Days Ago
Add a new ForceServerIncludeMesh asset label that we can use to quickly opt in meshes to server build Applied to modular car lift
2 Days Ago
Merge from main
2 Days Ago
Adjust grid on full screen dialog
2 Days Ago
Load fix Fix escape not closing attachment screen
2 Days Ago
Basic flow for swapping out attachments at any time via inventory screen
3 Days Ago
Unsaved 3p rotator changes
3 Days Ago
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3 Days Ago
Set PlayerBoat.CannonHitSlowdownMultiplier to 0 and remove it as a convar (no cannon hit slowdown)