userJarryd Campicancel

11,890 Commits over 2,466 Days - 0.20cph!

56 Minutes Ago
Set use physical keys back to off, was possibly enabled as part of the 2022 upgrade
1 Hour Ago
Isolate EffectParent changes to the flamethrowers via a new separatedEffect field, should only be used if animators are causing interference
2 Hours Ago
Fixed flamethrower vms getting strangely offset particle effect spawn positions Not entirely sure how but they seemed to be getting affected by the parent animator in a negative way, so they now live in a separate hierarchy and I've updated the EffectParent script to handle this situation
4 Hours Ago
Fixed water bucket VM fluid sim not working with viewmodel camera Also did some general cleanup of the fluid sim script
4 Hours Ago
Recache viewmodel renderers on molotov
4 Hours Ago
S2P both harbors
4 Hours Ago
Merge from main (needed for S2P)
4 Hours Ago
Remove kinematic rigidbody from client side cotnainer pickup crane, seems to fix strange mobility issues on stair ramps Also cleaned up the prefab a bit to clear out a bunch of unused transforms on the server Will need a S2P on both harbors once merged to main
6 Hours Ago
Cherry pick 96364 as there were other changes on that branch that aren't ready for main
Today
Fixed the timer box staying active when a mission doesn't have a timer
Today
Fix Socket_Specific_Female not getting parented to the target entity if parentToBone is false, fixes storage adaptors not getting parented properly and preventing industrial setups from working
Today
Fixed EffectParentToWeaponBone leaving orphaned particle effects in the world after the player changes weapon
Today
Fix loot crates on the cargo ship getting picked up by the building check and being destroyed immediately on spawning (didn't affect code locked crates) Cargo ship will no longer destroy entities parented to it as part of the building check
Today
Merge from cargo_double_dock
Today
S2P bandit town
Yesterday
Fixed misconfigured viewmodel renderers on: Cake Flashlight Beancan grenade Molotov cocktail Water bucket
Yesterday
Fixed both flamethrowers not being correctly marked as using the viewmodel renderer Update FlameJet component so that it works in viewmodel renderers, just need to tick external update on the component and the parent EffectParent will handle updating it in the correct world space
Yesterday
Fixed gmod toolgun beam not using the right viewmodel space
Yesterday
Add legacy crane colliders (crane_tower_a_COL and crane_base_a_COL) from 60177 as new assets (junkyard_crane_base_a_COL and junkyard_crane_tower_a_COL) and apply them to the junkyard_crane_a asset
Yesterday
Fixed promote button not working if player wasn't looking at the player they were promoting (now uses new promote_id convar)
Yesterday
Layout fixes
Yesterday
Hide the bullet in the magazine if the player has one bullet loaded
Yesterday
Final tweaks
Yesterday
Conversation screen styling updates
Yesterday
S2P bandit town, fixes missing misison marker Remove mission/vending icon resizing due to proximity and just make a new toggle for showing missions
Yesterday
Fixed animator hasAmmo param not getting populated
Yesterday
Merge from gate_serialisation_fix
Yesterday
Stomp gates.external.high.stone and gates.external.high.wood with the versions from 96185 and manually apply the change from 96208
Yesterday
Merge from external_holdtobuild
Yesterday
Server compile fix
Yesterday
Client compile fix
2 Days Ago
Add ability to promote a team member to leader via the team UI in the inventory (click player, select kick or promote) Remove promote to leader popup when looking at another player
2 Days Ago
Merge from child branch (don't know how that happened)
2 Days Ago
Server side check
2 Days Ago
Add holdToPlaceDuration option to construction, allows us to make an object take x seconds of holding the button to build While holding the build button the player has to remain still, any movement will cancel the build (rotating is ok) Shows a progress bar while in process Added two tips to contextually explain what's happening when the player tries to move or taps the button to build Enabled for 3 seconds on all external gates and walls
2 Days Ago
Cleanup
2 Days Ago
Cargo ship now docks at both harbors Cargo ship no longer decides it's target harbor on spawn, every time it hits a patrol waypoint it checks if that waypoint is a harbor approach point for a harbor it hasn't visited yet Egress time is now only started once all docking is complete, takes the lifetime of the cargo ship into account with a minimum two minute buffer after docking is completed (eg. event time is set to 10 minutes but it take 12 minutes to travel and dock at both harbors - ship will patrol for an additional 2 minutes after leaving the harbor before starting it's egress) Lots of refactors, rolled a bunch of lists into a single list with a new HarborInfo containing all the relevant information
2 Days Ago
WIP making cargo dock at both harbors
2 Days Ago
Adjust tax UI display Round up when calculating tax rates (eg. 125 cost, 10% tax = 13 extra scrap)
2 Days Ago
Add a tax rate system to the tech tree, adds an additional scrap cost to each purchase on the tech tree Tax rate is assigned by workbench level, defaults are: Tier 1 = 0% tax Tier 2 = 10% tax Tier 3 = 20% tax Tax rates are configurable via server.workbench1TaxRate, etc (clamped between 0 and 100%) Tax rates are displayed on the purchase button on the tech tree This tax is exclusive to the workbench, research table costs are unchanged Moved ScrapForResearch from ResearchTable.cs to Workbench.cs as it was only used for work benches
2 Days Ago
Reuse old p17 empty state logic for sks viewmodel Use events to turn on the shell in the magazine based Build manifest so the gun works after loading/saving
3 Days Ago
Fixed DeferredExtension command buffer allocating 62b of garbage every frame
3 Days Ago
First pass on new UI layout for conversations and mission acceptance
3 Days Ago
S2P compound and bandit town
3 Days Ago
Remove the inventory slots on the static workbench variants, prevents players accidentally transferring scrap from their inventory into hidden inventory slots when right clicking scrap
3 Days Ago
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3 Days Ago
Adjusted minimum font size on tutorial popup
3 Days Ago
FIxed state where tutorial button in menu would show as not usable when it should be usable
6 Days Ago
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
6 Days Ago
Added a metal detector mission objective