userJarryd Campicancel

12,971 Commits over 2,345 Days - 0.23cph!

9 Months Ago
Reapply the randomisation feature, was lost in a merge from main
9 Months Ago
Frontier wall setup
9 Months Ago
Frontier gate setup Added some checks to the ItemSkin editor to catch misconfigured research and loot table behaviour Fixed TerrainCollision component throwing errors in edit mode
9 Months Ago
Can no longer reskin objects with the spray can if they have been recently damaged or have ladders or explosives attached
9 Months Ago
Update MidiJack plugin for Apple Silicon, fixes instruments throwing an exception when equipped Unable to test functionality due to lack of local hardware but no code was changed, just a rebuild
10 Months Ago
Added a new RPC to roughly sync the players local shield power bar with the server every half a second
10 Months Ago
Merge from main
10 Months Ago
Merge from coop_improvements
10 Months Ago
Don't allow the player to start petting another chicken while they are already petting a chicken (it worked, but printed a warning on the client and looked bad)
10 Months Ago
Merge from coop_improvements
10 Months Ago
Added an indicator to the consumable food info panel if a food item can be fed to chickens
10 Months Ago
Added a tooltip to the food slot on the chicken coop that lists all compatible food
10 Months Ago
Chickens now start producing eggs at 75% happiness (was 50%) This aligns with the green smiley face on the status widget, so no green face = no eggs
10 Months Ago
Chickens now spawn with all of their needs between 20%-40% (was 40-80)
10 Months Ago
Don't allow chicken name changes from players that don't have building auth (still allow egg thefts though)
10 Months Ago
Merge from food_spoil_nre_fix
10 Months Ago
Use the condition bar on item icons to show food spoil progress
10 Months Ago
Fix both spoiled and non-spoiled models appearing briefly when meat dropped in the world spoils
10 Months Ago
Fixed a food spoiling NRE Fixed some edge cases that would have resulted in food disappearing when it spoils if the container it was in was full
10 Months Ago
Merge from horse_handcuff_fix
10 Months Ago
Fixed not being able to mount handcuffed players to the new horse when it has a double saddle
10 Months Ago
Merge from vehicle_optim
10 Months Ago
Changed RidableHorse2 IsSwimming flag to Reserved13, was overlapping with HasDriver Fixes permanently swimming horses
10 Months Ago
Merge from main
10 Months Ago
Merge from repair_bench_redirect_fix
10 Months Ago
Fixed being able to apply same redirect skin twice
10 Months Ago
Merge from repair_branch_redirect_fix
10 Months Ago
More init refactoring, should support proc gen placement now (in theory)
10 Months Ago
More save+load work Fixed swings starting at wrong rotation briefly
10 Months Ago
Fixed arc calculation getting inverted after loading a save Vine mountables now save and load
10 Months Ago
Viewmodel setup
10 Months Ago
Scene change
10 Months Ago
Hook up 3p anims Move animation files into vine swinging folder Change chair.static to use vine swinging anim for easier testing, animations appear broken
10 Months Ago
Adjust angle limits Initial handling for trees being destroyed - nearby vines are notified and update their detination lists, will self destruct if no destinations are available If a vine is parked away from it's home tree and that tree is destroyed the vine will swing back to to it's home tree
10 Months Ago
Unsaved
10 Months Ago
Better vine visual rotation handling, use burst cloth for now
10 Months Ago
Added the ability to throw a vine - sends the vine to the target destination without mounting it Vine will now continue to it's destination if the player dismounts it mid swing
10 Months Ago
Rough process for preventing multiple vines from overlapping when parked
10 Months Ago
Remove VineSpawnPoint tag, parent tree now stores a list of vine spawn points
10 Months Ago
Merge from main
10 Months Ago
Don't mark the adobe stuff as hidden, easier for testing
10 Months Ago
Wall setup
10 Months Ago
Adobe gate setup
10 Months Ago
Merge from main
10 Months Ago
Adjust the ladder trigger setup on the tree
10 Months Ago
Align to terrain when possible
10 Months Ago
New RepositionOnGroundMissing component, move objects down in the world instead of being destroyed when their underlying surface is destroyed
10 Months Ago
Reapply LookAtHealth changes
10 Months Ago
Merge from parent
10 Months Ago
Merge from main