userJarryd Campicancel

13,139 Commits over 2,861 Days - 0.19cph!

3 Years Ago
Better handling if the player can't mount the zipline for some reason Added some debug visualisation to ZiplineLaunchPoint to help valid placement
3 Years Ago
Actually fix right hand IK
3 Years Ago
Fixed incorrect initial handle rotation IK tweaks
3 Years Ago
Ladder lods Barrel prefab on bottom level
3 Years Ago
Fixed more zipline lod settings
3 Years Ago
Adjust hand ik positions Add editor hold in place toggle on zipline mountable to lock the zipline in place for animation tweaking Adjust tarp lod
3 Years Ago
Wave stat hookup
3 Years Ago
Kayak achievement hookup
3 Years Ago
Unsaved
3 Years Ago
CCTV achievement
3 Years Ago
Car passenger achievement hookup
3 Years Ago
Merge from main
3 Years Ago
Add a new particle effect to premade sprays
3 Years Ago
Fixed incorrect spray particle fx
3 Years Ago
Fixed raycast system not properly handling meshes with multiple sub mesh indexes
3 Years Ago
Merge from main
3 Years Ago
Zipline mounts now save Increased the radius of the trace to reduce chance of lines being set up too close to solid objects
3 Years Ago
Add PrefabParameters to powerline platform
3 Years Ago
Hooked up new mounted pose with a blend tree for forward movement Positioned hand IK Increased slack amount Codegen
3 Years Ago
Refactor zipline generation around new ZiplineLaunchPoint component Allows simple placement of zipline starting points that will automatically find the closest appropriate ZiplineTarget and create a zipline in PostMapEntitySpawn Ziplines no longer save and are recreated on server restart Powerline platforms are no longer entities, each prefab now has 2 launch points and 2 target points that will automatically connect or self destruct if it's not possible
3 Years Ago
Merge from main
3 Years Ago
debug.debugcamera_target and graphics.dof_focus_target can now be passed a steam ID or username as well the network ID
3 Years Ago
Refactor/simplify zipline serialisation and hookup process to accommodate monument connections Added a monumentZiplineDismountPoint prefab that will automatically connect to a nearby valid zipline (added to gas station for testing)
3 Years Ago
Scrap transport heli stats
3 Years Ago
Updated fish stats Finished implementing submarine stat
3 Years Ago
Added per fish type catch stats and achievement unlock
3 Years Ago
Shredder merge fixes
3 Years Ago
Merge from main
3 Years Ago
Closing the inventory will now highlight the currently equipped item on the belt bar if another item was selected while the inventory was open
3 Years Ago
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3 Years Ago
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3 Years Ago
Better ResetState implementation for instruments, should stop the parenting errors when instruments are returned to the pool
3 Years Ago
Potential fix for DeployedRecorders throwing an error when coming into range, was unable to repro
3 Years Ago
Fix not being able to kick players from taxi module from driver seat
3 Years Ago
Fixed mountable instruments not playing sound if the local player (not on the instrument) was mounted to something
3 Years Ago
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3 Years Ago
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3 Years Ago
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3 Years Ago
Compile fix
3 Years Ago
Merge from main
3 Years Ago
Merge from super_raycast
3 Years Ago
Improved accuracy when raycasting at steep angles by decreasing the orthographic size
3 Years Ago
Revert timeout and colour changes for testing
3 Years Ago
Cleanup command buffers when quitting the game (probably not an issue in builds)
3 Years Ago
Set write defaults to false on upper body reload and attack animation states, fixes foot wiggling due to incorrectly populated IK weights during transition
3 Years Ago
Reset player animator walk values so the player doesn't walk in place in the workshop upload scene
3 Years Ago
Don't let ESPPlayerInfo entries get stuck in the queue