userJarryd Campicancel

12,334 Commits over 2,223 Days - 0.23cph!

1 Year Ago
Merge from main
1 Year Ago
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
1 Year Ago
Setup placeholder PrefabInformation for water well NPC Using heavy scientist avatar for now Slight layout tweaks to Item info panel to better fit a longer NPC name
1 Year Ago
Fixed water well NPC's not appearing properly on the hunting trophy
1 Year Ago
Fixed plants spawning in water well planters losing their 100% condition on server load
1 Year Ago
Merge from parent
1 Year Ago
Merge from parent
1 Year Ago
Merge from main
1 Year Ago
Merge from elevator_parenting_collision_improvements
1 Year Ago
Add an IgnoreParentEntityColliders option to TriggerParentElevator, prevents players from getting unparented from an elevator when they collide with a collider on the elevator Also has special handling to ignore collisions with the corresponding client/server entity when in the editor
1 Year Ago
Static planters code cleanup, use PrefabAttributes and remove the id lookup as it won't work through a save/load Fixed planters being able to plant more than one plant in a slot after a server restart Increase spawn check timing to 4 minutes (was 30s) Rebuild manifest
1 Year Ago
Unsaved food cache loot change
1 Year Ago
Adjust food cache spawns, removed black berries and raw meat
1 Year Ago
Fixed water well shop appearing on the map after a server restart
1 Year Ago
Removed all child gameobjects on a bunch of loot entities on the server (mostly some leftover model gameobejcts and the empty birthday balloon objects) Affects crate_basic, crate_elite, crate_mine, crate_normal_2_food, crate_normal_2_medical, crate_normal_2, crate_normal, crate_tools, crate_underwater_basic, foodbox, loot_barrel_1, loot_barrel_2, oil_barrel, vehicle_parts Removes 1-12 gameobjects per entity
1 Year Ago
Fix some vendors in bandit and fishing villages not working
1 Year Ago
Disable the network type on the EnvironmentVolumes in the train stations (stations are higher than tunnels, we only want the tunnels to contribute to the network threshold)
1 Year Ago
Delete UI.Inventory.controller, not used at runtime and prints warnings when opening the editor
1 Year Ago
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1 Year Ago
Update the inner lake topology of craggy island so it renders water
1 Year Ago
Merge from spraycan_shippingcontainer_qol
1 Year Ago
Shipping container block colour is now saved as ClientInfo so will persist across servers and through client restarts
1 Year Ago
Fix spray can not appearing in crafting menu if player searches "can" We search descriptions as well in that menu and too many items have the word "can" in the description, flooding the results (we only take the first 60 results)
1 Year Ago
Merge from main
1 Year Ago
Merge from nametags_random_colour
1 Year Ago
Server now sends a player network upate when a player enteres or leaves a team, fixes the teamID being out of date on non-local clients until the player enters and exits network range Caused some inconsistent esp name colouring
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Added AmbientLightMultiplier, DirectionalLightMultiplier, ReflectionMultiplier, SunMeshBrightnessMultiplier and MoonMeshBrightnessMultiplier to WeatherPreset
1 Year Ago
Undo directionalLightIntensityDepthMultiplier changes from yesterday
1 Year Ago
Merge from world_update_2/dynamic_underground_network_groups
1 Year Ago
Merge from world_update_2/dynamic_underground_network_groups
1 Year Ago
Applied the network group toggle to the train_tunnel_volume prefab so it's applied across everything Disable the network group toggle on the slope up and down transitions as they would shift the network group up too much Fixed thresholds getting reset in Client/Server mode
1 Year Ago
Merge from world_update_2/dynamic_underground_network_groups
1 Year Ago
Added a new NetworkType field to EnvironmentVolume Volumes marked TrainTunnels will now lower the train tunnels network threshold to match the top of their volume Marked all train tunnel volumes as the appropriate network group This should resolve entities built on the bottom of canyons being considered underground and not networking to the surface This includes a cherrypick form the dynamic_underground_network_groups branch
1 Year Ago
MeshLOD can now be used with DeferredMeshDecals, handles turning on and off and swapping LOD levels and updating the decal accordingly Re-enabled glue models in compound
1 Year Ago
Disable the glue prefabs in compound for now to resolve error on joining
1 Year Ago
Merge from world_update_2/waterwell_update
1 Year Ago
Reduced light extinction underwater Added directionalLightIntensityDepthMultiplier, adjusts the sun/moon light intensity based on the players underwater depth (to counteract the above extinction changes but still allow underwater light sources) Currently printing the current water depth every frame for testing
1 Year Ago
▇▍▅ ▆▊▊▇▄▌.▆▌▋▉▌▌_▇▆▍▌▄▇▋_▍▌▍▌▇_▋█▍_▉▍▇▇▉█ ▅▍▊▍▆▋▇ ▇▅▉ ▍▌▋▇ ▉▄▊▍ ▋▊▄▇ ▇▌▇▉▊ ▍▊ ▌█▅▆ ▇▆ ▇▇▍▋, ▊▇▊▊▇ ▌▉ ▍▄▇█▇▇▉
1 Year Ago
Reworked invisible npc shopkeeper init process so we can diasble the vending machine collider when the attached NPC is dead Resolves a few issues, most notably the ragdoll of killed water well shopkeepers behaving incorrectly (because they were spawning inside a collider)
1 Year Ago
Removed a loading platform renderer in outpost that wasn't part of a LOD Converted all of the glue decals to MeshLODs for memory savings and allows them to be included in the HLOD disable list HLOD and S2P outpost
1 Year Ago
Fixed selected creative grade not being consistent across all grades, now uses the order of the foundation block
1 Year Ago
Delete ParticleIKFix script, not used and has been replaced by better solutions
1 Year Ago
Allow the static team ids in ESPPlayerInfo to be run from server (eg. GreenTeamId, RedTeamId, BlueTeamId, etc)
1 Year Ago
Fix NRE when an empty string is bound to an input
1 Year Ago
Fixed some world models getting spawned at the incorrect scale (scale at prefab level isn't respected by gameManager.CreatePrefab, manually apply scale after spawning)
1 Year Ago
Fixed mods calling ConVar.global.quit(null) failing due to the new argument check
1 Year Ago
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