userJarryd Campicancel

12,632 Commits over 2,315 Days - 0.23cph!

6 Days Ago
Allow all the frankenstein parts to be added to conveyor filters
6 Days Ago
Allow frankenstein mask in conveyor filters
6 Days Ago
Merge from junkpile_jump_improvements_2
6 Days Ago
Water junkpile ladders use the force look at option so players don't briefly go into ladder mode when running off the side of the junkpile or when they are facing the wrong way underneath a junkpile
6 Days Ago
Merge from main
6 Days Ago
Subtract 135187 (revert water jump out height to 13)
6 Days Ago
Align the sort settings to the top of the loot panel for large containers, the bottom for small
6 Days Ago
Cleanup, fix errors
6 Days Ago
Merge from box_sorting_ui
7 Days Ago
Added prevent movement volumes to the small ramp to stop players falling through
7 Days Ago
Merge from hackweek_boxsorting
7 Days Ago
More sorting fixes Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
7 Days Ago
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order) Added a passthrough to the storage adaptor Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
7 Days Ago
Merge from puzzle_reset_changes
7 Days Ago
Build fix
7 Days Ago
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
7 Days Ago
Codegen
7 Days Ago
Merge from main
7 Days Ago
S2P water treatment plant
7 Days Ago
Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system Prevents random monuments becoming irradiated if no player has entered them Once a player enters a reset range at all the timer will start, cannot be stopped from that point
7 Days Ago
Added a new TwoTierRadiation volume, comes in Sphere and Box variants Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
7 Days Ago
Adjusted the recttransform so the sort settings prefab can be edited in place
7 Days Ago
Merge from hackweek_boxsorting
7 Days Ago
Merge from hackweek_boxsorting
7 Days Ago
Properly fixed pooling on sorting settings
8 Days Ago
Merge from parent
8 Days Ago
Merge from main
8 Days Ago
Cleanup
8 Days Ago
Reset the rads value
8 Days Ago
Save radiationReset value on PuzzleReset Compile fixes
8 Days Ago
Add debug.puzzleResetInfo, prints out the timings of the puzzle that the player is currently inside
8 Days Ago
Expose radiation amount to convar (Server.monumentPuzzleResetRadiationAmount)
8 Days Ago
Added a gizmo to show reset radius, also added support for showing ai zone bounds on gizmo (also applies the radius multiplier convar)
8 Days Ago
Puzzles that use radiation resets will now enforce a minimum time that the monument needs to be completely empty of other players once the radiation is fully active (server.monumentPuzzleResetRadiationPlayerEmptyTime) Exposed how long before the end of the existing reset time the radiation process starts (server.monumentPuzzleResetRadiationPreResetTime) Added debug.puzzleResetTimeMultiplier to allow us to fast forward reset times for testing
8 Days Ago
Support for ai zone box bounds Add server.monumentPuzzleResetRadiationRadiusMultiplier defaults to 1.5 Controls how much further than the puzzle reset radius the radiation will extend
8 Days Ago
Merge from main (resolved WTP conflict)
8 Days Ago
Merge from wtp_rock_sewer_fix
8 Days Ago
Update water treatment to work in the monument scene (save constant S2P) Added debug.applyPuzzleResetTime, simulates a given number of seconds passing on all puzzle reset components in the world Added an inspector readout to PuzzleReset to show the current timings in the editor Added radiationReset option to PuzzleReset, will slowly fill a monument with radiation when the reset timer is nearing it's reset (controlled by radiationStartTimeNormalised)
8 Days Ago
Merge from main Planner.prefab caused a conflict, used the versin from main Construction_plans.mat had been changed on main and deleted on this branch, preserved the change
8 Days Ago
Some WIP improvements for climbing on water junkpiles
9 Days Ago
Roll water jump out height back to 13, we don't want players leaping out of the water like majestic dolphins
9 Days Ago
Merge from main
9 Days Ago
Merge from hackweek_boxsorting
9 Days Ago
Run sorting in a budgeted queue
9 Days Ago
Remove manual button, all sorting is now automatic while powered and enabled Removed associated UI and RPC
9 Days Ago
Merge from food_qol
9 Days Ago
Fix dropped item NRE
11 Days Ago
Fix pooling issue on sort config panel
11 Days Ago
Merge from hackweek_boxsorting
11 Days Ago
Added a new option to CullingVolume - AllowOnEntities Since floating cities are being parented to an entity they were ignoring all of the attached renderers as they are all techincally parented to an entity (it's just above the culling voluome in the hierarchy) This is off by default as if it was used on an actual entity it could have some unintended side effects Enabled on all of the floating city volumes, S2P all cities