userJarryd Campicancel

12,913 Commits over 2,831 Days - 0.19cph!

4 Months Ago
Codegen
4 Months Ago
Merge from main
4 Months Ago
Merge from protobuf_osx_fix
4 Months Ago
Merge from fix_vending_multiplier_widget
4 Months Ago
Fix incorrect text label on the scrap received multiplier widget in the map screen when inspecting a vending machine Now matches the correct label when interacting with a vending machine in person
4 Months Ago
Both wooden shields now use wooden impact pfx
4 Months Ago
Fixed "ent kill" commands affecting shields
4 Months Ago
Fixed priority of block impact anims so they don't go via the idle state
4 Months Ago
Fixed left hand driven camera animation not working when shields are active
4 Months Ago
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster" Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
4 Months Ago
Merge from primitive
4 Months Ago
Adjust shield holstered positions Removed some placeholder anims
4 Months Ago
Disable write defaults on shield idle
4 Months Ago
Merge from primitive
4 Months Ago
Fixed NotImplementedException on the client when a ragdoll collides with something
4 Months Ago
Fixed jittery movement when noclipping
4 Months Ago
▆▇▄ ▇▇▉▄▅▄▊▇ █▍▊ ▍▌▍ ▌█▊▅▍ ▋▇ ▋▆▌▇▇▋▊ ▆▋▅ ▌▄▌▊▉▊▉ ▆▆▅█▋▆▊█ ▋▌▆▉▌▌
4 Months Ago
Merge from magnetcrane_deathscreen
4 Months Ago
Merge from xmas2024
4 Months Ago
Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check) Enabled on advanced xmas lights
4 Months Ago
Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
4 Months Ago
Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
4 Months Ago
Improved projectile hit handling for shields Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
4 Months Ago
Fixed melee vm hit block animations not playing
4 Months Ago
Merge from delete_entity_by_id
4 Months Ago
Merge from fishtrap_restart
4 Months Ago
Merge from clearUGCByPlayer_fix
4 Months Ago
Merge from version_auto_printout
4 Months Ago
Run the version command on client startup
4 Months Ago
Merge from bag_pickup_auth
4 Months Ago
Fixed bag interactions when in auth
4 Months Ago
More socket fixes
4 Months Ago
Added snap sockets for the triangle planters to the triangle foundation and triangle floor piece
4 Months Ago
WIP system to track food spoilage Operates via new ItemModFoodSpoiling that stores a countdown in real time for how long an item remains unspoilt Added a new getSpoilMultiplier callback to ItemContainer that can modify the rate food spoils when items are contained within it, powered fridges reduce the rate by 90%
4 Months Ago
Fridge is now an IO entity, requires 5 power
4 Months Ago
Fixed a rounding issue when receiving scrap from trades with dynamic pricing applied
4 Months Ago
Merge from scrap_exchange_dynamic_pricing
4 Months Ago
Merge from root_label_fix
4 Months Ago
Merge from ice_sculptures
4 Months Ago
Manifest
4 Months Ago
More adjustments, can now accept either a player ID or player name
4 Months Ago
Adjusted clearUGCByPlayer convar to not require the player to be online
4 Months Ago
Merge from xmas2024
4 Months Ago
Removed a WaterVisibilityTrigger from the root xmas dungeon prefab
4 Months Ago
Move AnimationUtil to an editor only namespace
4 Months Ago
Merge from primitive/prop_offset
4 Months Ago
Merge from primitive
4 Months Ago
Applied to high caliber revolver as well
4 Months Ago
Cleanup, moved most logic into a new Facepunch.Utility.AnimationUtil class (GetClipFromFBX, GetLocalPositionFromClip, GetLocalRotationFromClip)
4 Months Ago
More progress, created a process to extract a generic animation curve from a humanoid animation to sample at any given point at edit time Involves duplicating the asset, converting it, sampling it and then deleting it so it's not fast, but at least it works and we shouldn't need to do this on many entities