userJarryd Campicancel

12,334 Commits over 2,223 Days - 0.23cph!

3 Months Ago
Revert successCount change to original behaviour
3 Months Ago
Merge from main
4 Months Ago
Merge from vine_tweaks
4 Months Ago
Merge from pickup_volume
4 Months Ago
Added scene handles for editing pickup volume bounds Adjusted pickup volumes to better fit the shelves
4 Months Ago
Merge from pickup_volume
4 Months Ago
Finished pickup volume code implementation Added volumes to half height bamboo shelf, bamboo wall shelf, regular shelves Enabled pickup on all of the above
4 Months Ago
WIP new PickupVolume system Works like a DeployVolume but denotes a space that must be clear of other deployables before an item can be picked up Setup on bamboo shelves for testing
4 Months Ago
Merge from targeting_attachment
4 Months Ago
Add a temporary icon, crafting costs Improved responsiveness of deleting pings, no longer wait for the double tap duration if hovering over an existing ping
4 Months Ago
New Targeting Attachment weapon mod, allows the player to use pings while the weapon with this attachment is equipped
4 Months Ago
Merge from new_silencers
4 Months Ago
Adjusted new silencer position on custom smg, spas12 and pump shotgun
4 Months Ago
Added spawn.loot_population_test, if set the spawn system will use that value as the current number of players on a server. Useful for testing loot drops in different conditions
4 Months Ago
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
4 Months Ago
Only apply population_cap_rate if it is higher than the actual population cap, will prevent servers with small caps getting their loot sped up inadvertently
4 Months Ago
Added spawn.population_cap_rate, when set acts as a cap on how fast loot can spawn when being scaled by player count Defaults to 300, so loot will spawn on servers with a higher population as if it is on a 300 pop server Can be set to 0 to revert to the old behaviour
4 Months Ago
Merge from apple_improvements
4 Months Ago
Now need 1 apple to cook an apple pie (was 2) Added apples to the possible sale options at water well vendors Increased chance of finding apples at water well food caches
4 Months Ago
Merge from new_silencers
4 Months Ago
Fixed an NRE on the t1 smg Added new positions for bulky silencers on bolty, semi auto rifle, thompson, l96, m39, t1 smg, sks and m4
4 Months Ago
Merge from new_silencers
4 Months Ago
Added ability for ViewmodelAttachmentOverride component to override based on specific prefabs, not just attachment type Added barrel_bulky roots for most pistols that will be used by new silencers, adjusted scale of silencers to try and keep ironsights clear
4 Months Ago
Merge from main
4 Months Ago
Merge from lr_deploy_speedup
4 Months Ago
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
4 Months Ago
Merge from main
4 Months Ago
Merge from tea_time
4 Months Ago
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
4 Months Ago
Merge from main
4 Months Ago
Merge from emoji_player_lookup_fix
4 Months Ago
Fixed a pointless player lookup in emoji ownership check
4 Months Ago
Merge from industrial_crafter_5_slot
4 Months Ago
Added a 5th input slot to the industrial crafter to allow high external wall crafting
4 Months Ago
Added debug.conveyorStrictModeReport convar, prints out the location of all conveyors currently in strict mode
4 Months Ago
Merge from industrial_perf_improvements
4 Months Ago
industrialTransferStrictTimeLimits is now per conveyor - if a conveyor takes an unacceptable amount of time to do a transfer it will be placed in strict mode for 2 minutes and it's movements throttled This allows regular conveyors to operate as normal while still restricting the impact of problematic conveyors Still requires industrialTransferStrictTimeLimits to be enabled, it's now enabled by default
4 Months Ago
Fixed industrialTransferStrictTimeLimits not working in builds
4 Months Ago
Revert some changes from this branch to restore conveyor functionality Better early outs when moving items that can stack, also fixed some issues with the early outs for non stackable items
4 Months Ago
Merge from main
4 Months Ago
Merge from phone_qol
4 Months Ago
Phones can now ring for 24 seconds before they auto hang up (was 12) Player phones are now listed in the directory before monument/static phones
4 Months Ago
Made both new silencers more common so they will show up in some loot
4 Months Ago
New craftable soda can silencer, same function as normal silencer but dramatically lower durability (about 12 regular ak shots) New craftable oil filter silencer, same function as normal silencer but somewhat lower durability (about 48 regular ak shots) Regular silencer is now uncraftable Numbers are WIP
4 Months Ago
Added a new animator state behaviour that lets us adjust the global speed of an animator via a curve on a given state (CurveStateSpeed) Applied to LR deploy to speed up the deploy, deployt time goes from 2s -> 1.5s
4 Months Ago
Hook up new shadow proxies
4 Months Ago
Show the building blocked preview on the vine tree
4 Months Ago
Merge from main
4 Months Ago
Merge from treasure_mission_improvements
4 Months Ago
Added a 6h time limit to the ranch treasure hunt mission so players can't accept the mission, leave a server and the container stays there blocking a spot forever Added spots for the treasure to spawn at supermarket and gas station Added more spots for the treasure to spawn at water wells and lighthouse Reduced the minimum distance between blocked mission points (5m > 3m) to allow more density