userJarryd Campicancel

13,346 Commits over 2,892 Days - 0.19cph!

11 Months Ago
Rework colliders on player elevators to prevent plaeyrs getting unparented from the lift platform if they stand too close to the edge of the paltform (they are slightly clipping the lift's mesh collider)
11 Months Ago
Merge from parent
11 Months Ago
Merge from main
11 Months Ago
Merge from main
11 Months Ago
Merge from parent
11 Months Ago
Server compile fix
11 Months Ago
Merge from main
11 Months Ago
Revert the Network visibility grid changes to allow proper layered network grids
11 Months Ago
Merge from main
11 Months Ago
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11 Months Ago
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11 Months Ago
Merge from elevator_vehicle_parent
11 Months Ago
Added trike to office lift allowed list
11 Months Ago
Add pedal trike to vehicle whitelist
11 Months Ago
Cabling now works with new parenting structure
11 Months Ago
Merge from main
11 Months Ago
Merge from pickup_item_number_size
11 Months Ago
Fixed the red item dropped messages appearing too large
11 Months Ago
Disable auto sizing on the number field if the item name on an item pickup notice is < 10 characters Don't show the total item amount in brackets if it's the same amount that you just picked up Very minor allocation improvement
11 Months Ago
Merge from main
11 Months Ago
Merge from dome_collider_fixes
11 Months Ago
Merge from dynamic_vendor_pricing
11 Months Ago
Clamp PriceUpdateFrequency
11 Months Ago
First pass on separating elevator lifts from their parent entity
11 Months Ago
Merge from minigun_unload_fix
11 Months Ago
Merge from simulate_compile_errors
11 Months Ago
Added OutputPath parameter Added AllowUnsafeBlocks parameter Added a None build as well Added a basic sanity check on the defined constants we get from msbuild to ensure it ran successfully and is up to date
11 Months Ago
Merge from main
11 Months Ago
Fix exception when unloading a minigun with exactly 256 bullets currently loaded
11 Months Ago
Increased LOD distance of walkways on airfield towers, pre HLOD
11 Months Ago
Another attempt at preventing the homing missile launcher UI from staying on screen when spectating
11 Months Ago
Possible improvement to number sizing on item pickup UI widgets
11 Months Ago
Merge from main
11 Months Ago
Fixed not being able to skin SB TC back into a regular TC via the spray can
11 Months Ago
Industrial storage adaptors no longer block player movement
11 Months Ago
Merge from block_dof_playback
11 Months Ago
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot
11 Months Ago
Cleaned out broken shrub prefabs from airfield Fixed walkways not getting included in HLOD mesh resulting in floating mesh
11 Months Ago
Fixed a misaligned shadow proxy on wall_plaster_300 prefab S2P power_sub_big_2, harbor_1, harbor_2, powerplant, trainyard and water treatment
11 Months Ago
Fixed ladder_prop prefab having a box collider instead of it's mesh collider Affects dome, wooden cabins b/d/e, lighthouse, water well b/c/d/e
11 Months Ago
S2P junkyard and launch site as they also used the offending walkway prefab
11 Months Ago
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
11 Months Ago
Merge from spectator_team_fix
11 Months Ago
Another attempt at fixing the spectator display showing incorrect team member names while spectating Also made a small performance improvement
11 Months Ago
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
11 Months Ago
Merge from travelling_vendor/dynamic_pricing Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
11 Months Ago
Decouple dynamic pricing entirely from in-game time, now operates off real time Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month) Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
11 Months Ago
Added NPCVendingMachine.UseRealTime toggle, will use the system clock instead of the in-game clock when adjusting prices Recommend adjusting IntervalHours down dramatically when using this option so that prices don't take 5 real time days to adjust (setting this to 5 would match the current behaviour) If changed at runtime resetDynamicPricing should be called afterwards to resync the pricing to the new clock This would also have a side effect of making prices adjust while the server is offline - prices will be processed to make up for the missing time when a server is booted up again
11 Months Ago
Merge from main
11 Months Ago
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