userJarryd Campicancel

13,274 Commits over 2,861 Days - 0.19cph!

4 Days Ago
Fixed trees being able to respawn if a player was standing on the stump
5 Days Ago
Merge from industrial_perf_improvements
5 Days Ago
Revert successCount change to original behaviour
5 Days Ago
Merge from main
14 Days Ago
Merge from vine_tweaks
15 Days Ago
Merge from main
15 Days Ago
Merge from pickup_volume
15 Days Ago
Added scene handles for editing pickup volume bounds Adjusted pickup volumes to better fit the shelves
15 Days Ago
Merge from pickup_volume
15 Days 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
15 Days 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
15 Days Ago
Merge from targeting_attachment
15 Days 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
15 Days Ago
New Targeting Attachment weapon mod, allows the player to use pings while the weapon with this attachment is equipped
15 Days Ago
Merge from new_silencers
15 Days Ago
Adjusted new silencer position on custom smg, spas12 and pump shotgun
15 Days 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
15 Days Ago
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
15 Days 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
15 Days 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
16 Days Ago
Merge from apple_improvements
16 Days 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
16 Days Ago
Merge from new_silencers
16 Days 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
16 Days Ago
Merge from new_silencers
16 Days 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
16 Days Ago
Merge from main
16 Days Ago
Merge from lr_deploy_speedup
16 Days Ago
Fixed CurveStateSpeed component not resetting animator speed to 1 when the state ends
16 Days Ago
Merge from main
16 Days Ago
Merge from tea_time
16 Days Ago
Fixed missing initial 50% roll when calculating armor slots leading to all armour pieces having a slot even if no tea was consumed
16 Days Ago
Merge from main
16 Days Ago
Merge from emoji_player_lookup_fix
16 Days Ago
Fixed a pointless player lookup in emoji ownership check
16 Days Ago
Merge from industrial_crafter_5_slot
16 Days Ago
Added a 5th input slot to the industrial crafter to allow high external wall crafting
16 Days Ago
Added debug.conveyorStrictModeReport convar, prints out the location of all conveyors currently in strict mode
16 Days Ago
Merge from industrial_perf_improvements
16 Days 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
16 Days Ago
Fixed industrialTransferStrictTimeLimits not working in builds
16 Days 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
16 Days Ago
Merge from main
16 Days Ago
Merge from phone_qol
16 Days 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
16 Days Ago
Made both new silencers more common so they will show up in some loot
16 Days 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
17 Days 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
17 Days Ago
Hook up new shadow proxies
17 Days Ago
Show the building blocked preview on the vine tree