userJarryd Campicancel

13,705 Commits over 2,922 Days - 0.20cph!

1 Year Ago
Fix several walkways at dome using the wrong collider and blocking bullets where they shouldn't
1 Year Ago
Merge from spectator_team_fix
1 Year Ago
Another attempt at fixing the spectator display showing incorrect team member names while spectating Also made a small performance improvement
1 Year Ago
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
1 Year 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)
1 Year 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
1 Year 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
1 Year Ago
Merge from main
1 Year Ago
Update branding
1 Year Ago
Fixed a wall with incorrect LOD values in trainyard culling too early
1 Year Ago
Fixed homing missile launcher UI staying on screen if player is being spectated and the spectator changes target/goes into free cam
1 Year Ago
Fix shipping container walls ColliderInfo component missing Opaque flag, preventing spray can sprays from working on them
1 Year Ago
Merge from zipliine_improvements
1 Year Ago
Increase max zipline length to 185m (was 175m)
1 Year Ago
Merge from zipline_improvements
1 Year 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
1 Year Ago
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1 Year Ago
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1 Year Ago
1 Year Ago
First pass on browser info
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Hook up win and lose animations
1 Year Ago
Merge from community_improvedcountdowns
1 Year Ago
More changes, thanks Plastic
1 Year Ago
More changes
1 Year 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
1 Year 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
1 Year Ago
Unsaved changes
1 Year Ago
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1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Merge from fishing_full_inv_fix
1 Year 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)
1 Year Ago
Player model cleanup Added a blocking state to the 3rd person animator
1 Year Ago
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
Hold RMB to block with the shield (only visible in first person right now) Cannot attack while blocking
1 Year Ago
Hide the left arm of viewmodels when a shield is active (rotated off screen) Hide the viewmodel shield while reloading weapons
1 Year Ago
Made a simple shield viewmodel, seems to just work as expected as the shield entity is getting the correct OnDeploy/OnHolster client events
1 Year Ago
Added a shields inventory loadout for testing Can now use M92 with shields Can no longer ADS while a shield is equipped
1 Year Ago
Fix parenting issues Don't allow throwing melee weapons while a shield is equipped
1 Year 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)
1 Year Ago
Adjust position of industrial adaptor and lock slots slightly to better fit the model
1 Year Ago
Merge from main
1 Year Ago
Adjusted LOD levels to match vanilla TC
1 Year 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
1 Year Ago
Merge from main