userJarryd Campicancel

13,047 Commits over 2,831 Days - 0.19cph!

7 Months Ago
Merge from main
7 Months Ago
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
7 Months Ago
Merge from main
7 Months Ago
Fix water well NPC refreshing sell orders when server restarts
7 Months Ago
Fix DPV appearing in crafting menu in tutorial
7 Months Ago
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7 Months Ago
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7 Months Ago
Set legacyDismount to false on chair.invisible.static now that dismount checks always use a capsule check even when an ignore entity isn't provided
7 Months Ago
More merge fixes, including updating the animator. RPS now fully functional
7 Months Ago
Reapply gesture code changes and fixed up gesture picker in the menu
7 Months Ago
Merge from main (stomped local changes on BasePlayer-Gestures and PlayerAnimation controller, will need to reapply changes)
7 Months Ago
Fixed positioning on fan mesh on worldmodel Fixed worldmodel missing outline and adjusted collider size
7 Months Ago
Merge from main
7 Months Ago
Add a capsule check on the world layer before spawning to prevent the player from spawning inside the new cliffs
7 Months Ago
Set frontier hatchet to unlock via frontier hazmat
7 Months Ago
Fixed frontier hatchet missing isRedirectOf, spawning in loot pools and being craftable
7 Months Ago
Set up redirect skin for blunderbuss, unlocks via frontier hazmat
7 Months Ago
Fixed LODGroup conflict on blunderbuss world model
7 Months Ago
Merge from world_update_2
7 Months Ago
Merge from Blunderbuster
7 Months Ago
Merge from world_update_2
7 Months Ago
Added "Tools/Find/Culling Volume one way connections" Fixed missing connections in cave_large_sewers_hard, cave_medium_hard, cave_small_medium, cave_large_sewers_hard
7 Months Ago
Merge from world_update_2
7 Months Ago
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
7 Months Ago
Update conflicting prefab id on br_sphere prefab Manifest
7 Months Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
7 Months Ago
Switch to a blend tree
7 Months Ago
Added support for multiple IViewmodelComponents on a single viewmodel Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
7 Months Ago
Added new SwapAmmoParticle class, same functionality as SwapAmmo on viewmodels but swaps a material on a particle effect Applied to 3rd person reload effect on HCR, shells dropped will now have the correct material
7 Months Ago
Merge from world_update_2
7 Months Ago
Merge from world_update_2
7 Months Ago
Further checks on waterball splash logic to prevent a splashing through foundation edge case
7 Months Ago
More culling volume fixes in cave_medium_hard
7 Months Ago
Manifest rebuild
7 Months Ago
Add harvestable layer to F1 layer tools
7 Months Ago
Batch mussel meshes
7 Months Ago
Merge from world_update_2
7 Months Ago
Fixed most rocks in divesite_d double rendering
7 Months Ago
Batch barnacles
7 Months Ago
Another possible fix for no collisions on the divesite plane
7 Months Ago
Enable divesite_plane_COL r/w
7 Months Ago
Blunderbuss + frontier hatchet backpack offsets
7 Months Ago
Merge from world_update_2
7 Months Ago
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void cave_large_hard, cave_small_medium
7 Months Ago
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
7 Months Ago
Some prefab cleanup on divesite_d, still needs more work Fixed starfish_01 not culling Prefab replacer now selects the newly spawned prefabs
7 Months Ago
Added Tools/Find/Conflict ID Lookup tool Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0 Rebuild manifest
7 Months Ago
S2P stables_b to fix missing HLOD on monument scene version
7 Months Ago
Merge from world_update_2
7 Months Ago
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging