userJarryd Campicancel

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

11 Months Ago
Fixed a wall with incorrect LOD values in trainyard culling too early
11 Months Ago
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
11 Months Ago
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
11 Months Ago
Merge from zipliine_improvements
11 Months Ago
Increase max zipline length to 185m (was 175m)
11 Months Ago
Merge from zipline_improvements
11 Months Ago
Fixed several powerline platforms missing the correct PathSequencePowerline component, resultilng in too many zipline platforms spawning Increased the maximum distance a zipline can travel to 175m (was 150) This brings the same test map used on this branch to an average zipline distance of 216m (was 188m and is 121m on release) but brings down the total zipline disance to 19km (was 30km and is currently 20km in release) The inflation in total zipline distance in the last revision was largely driven by ziplines overlapping each other and making a bit of a chaotic mess of lines, this is now much cleaner
11 Months Ago
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11 Months Ago
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11 Months Ago
11 Months Ago
First pass on browser info
11 Months Ago
Merge from main
11 Months Ago
Merge from main
11 Months Ago
Hook up win and lose animations
11 Months Ago
Merge from community_improvedcountdowns
11 Months Ago
More changes, thanks Plastic
11 Months Ago
More changes
11 Months Ago
Implement PR #56 for community UI - countdown component improvements Minor changes made to PR for improved backwards compatibility and formatting Also improved the Load Custom UI editor button to automatically open the tests folder
11 Months Ago
Fixed misconfigured roll bones on player model Adjusted aim spine v2 settings on lr300 Adjusted spine look at weights on player model for less leaning, rely more on the head for movement
11 Months Ago
Unsaved changes
11 Months Ago
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11 Months Ago
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11 Months Ago
Merge from main
11 Months Ago
Merge from fishing_full_inv_fix
11 Months Ago
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
11 Months Ago
Player model cleanup Added a blocking state to the 3rd person animator
11 Months Ago
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
11 Months Ago
First pass on damage logic Shields can take hits and the hits are absorbed by the items condition Shields can have different ProtectionProperties like a BaseCombatEntity Shields can take hits when mounted on the back and abosrb the damage like they were held Broken shields won't appear at all
11 Months Ago
Converted the isGestureViewmodel field on viewmodel into a new viewmodel type variable, also has a shield type Fixes bullet casings ejecting from the players camera while a shield is equipped as well as some clothing issues
11 Months Ago
Temp model Added a new shield hands layer to the 3p animator that only masks the left arm, just has an idle for now
11 Months Ago
Hold RMB to block with the shield (only visible in first person right now) Cannot attack while blocking
11 Months Ago
Hide the left arm of viewmodels when a shield is active (rotated off screen) Hide the viewmodel shield while reloading weapons
11 Months Ago
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
11 Months Ago
Added a shields inventory loadout for testing Can now use M92 with shields Can no longer ADS while a shield is equipped
11 Months Ago
Fix parenting issues Don't allow throwing melee weapons while a shield is equipped
11 Months Ago
Initial implementation work Created placeholder item and entity Item goes in backpack slot and will be automatically equipped when a valid held entity is equipped (enabled on salvaged sword for now)
11 Months Ago
Adjust position of industrial adaptor and lock slots slightly to better fit the model
11 Months Ago
Merge from main
11 Months Ago
Adjusted LOD levels to match vanilla TC
11 Months Ago
Increased the default npc vending machine IntervalHours to 5 in-game days This means that prices will adjust themselves every 5 in game days, used to be 4 times a day This should result in more stable prices and smooth out the sharp drop off of prices a week into a monthly wipe
11 Months Ago
Merge from main
11 Months Ago
Unsaved changes
11 Months Ago
Simplify TwistCorrectionComponent
11 Months Ago
Ported the two bone IK component into our framework Updated the twist scene with a more representative example of bone shearing
11 Months Ago
Made an example scene for the twist component Fixed the TwistCorrectionComponent resetting it's initial rotation offset value every time the component is updated, preventing it from working at all
11 Months Ago
Gibs, more closely match icon
11 Months Ago
Set up skin, rebuild deployable prefab to keep consistency with base TC
11 Months Ago
Merge from main
11 Months Ago
Added a timeout and make sure the UI is layered properly in the HUD
11 Months Ago
Add some fallbacks if a player dies, walks too far away, is wounded, etc mid game