userJarryd Campicancel

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

1 Year Ago
Expose a viewmodel sway rotateAroundMuzzlePoint slider, should be a simpler approach than exposing a new transform Defaults to 1, will adjust at what point along a VM's length it will be rotated around when turning the camera Reducing this value will make the weapon rotate differently, preventing clipping Also improved some math in here for an extremely marginal performance gain
1 Year Ago
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
1 Year Ago
Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
1 Year Ago
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
1 Year Ago
Fixed incorrect material on Lod2 of part of the powerline platform ramps Convert some parts of the powerline platform into MeshLOD Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor) Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km
1 Year Ago
Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
1 Year Ago
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
1 Year Ago
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume While standing in a prevent building volume the IO sockets of entities will no longer appear Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
1 Year Ago
Merge from gesture_cancel_fix
1 Year Ago
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
1 Year Ago
Fix travelling vendor incorrect field defines
1 Year Ago
Merge from main
1 Year Ago
Reload animation shows the correct shell being loaded via events rather than in an update (see UpdateAmmo event on reload and deploy)
1 Year Ago
Fixed missing buildings in radtown HLOD
1 Year Ago
Renamed friendly gesture to Surrender Added an optional description field to all gestures Added a warning to the Surrender gesture that it will allow other players to access your inventory (Will require a phrase rebuild for localization)
1 Year Ago
Adjust boogie board downhill force multiplier so it isn't active while on flat ocean
1 Year Ago
Fix npc vending machine sales data getting reset on server restart
1 Year Ago
Make the electric heater growable heat source apply heat based on an animation curve rather than a linear falloff Curve is weighted to only start dropping heat once the growable or planter is more than 70% of the radius away
1 Year Ago
If a vending price multiplier is 0 for any reason, treat it as full price and don't show any multiplier changes
1 Year Ago
Fixed AnimatedBuildingBlock never setting isAnimating to false when first initialising, fixes attached IO lines never sleeping
1 Year Ago
Better fix to retain IO line improvements - pass init into OnAnimationStarted
1 Year Ago
▍█▋ █▉▇▆▋ ▄▊▌ ▋▇▉▊▅▇▉ ▋█ ▄▊▋▋▉ ▍▌▇▄▍▊ ▌▋▍▌▉▆▍▊ ▉▆ ▊▉▄ ▊▍▅▌▌▊ ▇▅▉▄▉ ▇▊▍▍▉ ▉▍▊▄▄▍ ▄█▋ ▄▍█▌▅▆, █▄▋▅▉ ▌▍▉█▉█▇▊▇ ▉▍▇▍ ▅▍▇▍█ ▍▋▍▋▅▋▊ ▍▇▇▌▄▆▌▌ █▊ ▉▇▆ ▉▊▉█▄▅ ▅▊█ ▊▆▌
1 Year Ago
Travelling vendor will now trigger the safe zone warning UI in the top right of the screen if a player is within 200m
1 Year Ago
Better fix for NPCVendingMachine NRE, will fix sell orders added via mods not getting dynamic pricing applied
1 Year Ago
Fix NPCVendingMachine.GetDiscountForSlot out of range exception
1 Year Ago
Fix MapMarkerCH47 NRE
1 Year Ago
Fix remaining incorrect barrel colours on small oil and S2P S2P stables_b, fixes search light facing the wrong way
1 Year Ago
Grey out the set speed option if only non-compatible clips are selected
1 Year Ago
Created Rust.TimelineTools plugin Added Set Duration and Set Speed right click options, opens up a window to batch set the speed or duration of clips Compatible with domain reloads and Undo
1 Year Ago
▌▉▊'█ ▅▉▇ █▅▉ ▊▊▍▌█▆▆ ▅▄▋▄▆▌▆▅▉ ▍▅█▇█▄▄▉ ▇▋ ▉▆█▆▌▌▋▊▍▆.▌▋▉▊▉▌▊▇ ▇▊▋▇▆ ▊▊▆▄ ▋▅ ▉▉ ▇█▋ ▊▍▋▋▍▅▉ ▅▇ ▍ ▊▅▉▌▌▉ ▇▊▆▋▍▆▍▋▊ ▉▌▍█▇▊ ▉▆▋▍▊ ▄▍▇▅▅▉ ▄▆▍█▊▆▍▉ ▆▍▅▋▋█▍▍▄ ▇▇▉▋ ▍▇▅▍▋▌▅█ █▆ ▄▊█ ▅▋▌▆▌▉▍▍ ▅▊█▉▍▉▊▄▌ ▄▋▉▌▅▍▌▉ ▍▇▋▄▋ ▊▄▄▇▇
1 Year Ago
▊▊▊▇▊▌▌ █▍▌▆▋▄▊█▍▄▍▋▍▋▋▅▋▆▄▇▍ ▋▇ ▋█▍▇ ▌▆▇█▊▊ ▅▄▄█▋██▉▉▇ █▇█▇▇
1 Year Ago
▅▇▍▅▅▍ █▍▌█▉▄▇▄▋▇▉▇▋▉▉▉▍█▅██ ▆█ ▉▇▅▉ ▆▉▆█▋▉ ▄▇▋█▇▅▉▅▉█ ▅▆▌▊▅ ▅▉▇▉▍▋█▅▉▆▅▇█▄▉▉▌▌▌▊▅ ▋▄▉▆ ▉▇▍ ▌▆▆███ ▅▍▌▍ ▋▋ ▉▆▆ ▅▆▋▅▄▍▍▆ █▄▍ ▍▇ █▋▆█ █▉ ▇▇▄ ▊▌▍▍▊▊▍▄▄ ▄▌ ▉▍▇ ██▆▍▌▍▋ ██▉▋█▄ ▊▇▇▄▍ ▍▄▉▌▅ ▅▇▆▇ █▍ ▌▄▋▉█ ▌▍▅ ▊█▇▆▆█ █▅▅▊▆▋▊▄▍▊ ▌▋▉▇▄▉▊ ▉▇█▉█ ▄▍▊▌█
1 Year Ago
Fixed conflicting LODGroups on hazmat youtooz figurine
1 Year Ago
Converted both water catchers from LodGroup to MeshLOD and RendererLOD Updated the LodLevelDisplay component to work with MeshLOD and display correct information when a RendererLOD is collapsed
1 Year Ago
Merge from renderlod_hlod_fixes
1 Year Ago
Fixed collapsed RendererLOD and MeshLOD objects not getting disabled properly when a HLOD mesh is rendering
1 Year Ago
Fixed bike spawn points at mining outpost, power substation, supermarket
1 Year Ago
Fixed several issues that were impacting motorbike spawns in monuments: -Fixed spawn points in junkyard, water treatment, airfield and trainyard being too close to colliders and being unable to spawn bikes -Added a gizmo to the VehicleSpawnPoint that shows the entity bounds of the vehicle being spawned and will display as red if it is intersecting colliders in the World layer, should fix the above issue in future -Fixed VehicleSpawnPoint using a static list of spawn points instead of a list per population type (this was causing pedal bikes to spawn in places motorbikes should spawn and would likely have caused issues with tugboats) S2P junkyard, water treatment, airfield and trainyard
1 Year Ago
Speculative NRE fix in MonitorLoopingGesture
1 Year Ago
1 Year Ago
Fixed several NRE's when opening the map while in a demo and the player has placed markers
1 Year Ago
Improve csv exporter to export multiple item data streams at once
1 Year Ago
Travelling vendor is no longer globally networked
1 Year Ago
Fix cargo ship spawning extra scientists (have to turn off both variant roots)
1 Year Ago
Merge from travelling_vendor/dynamic_vendor_pricing
1 Year Ago
Calulate the running average as a double to properly capture averages for small sales amounts Don't save the previous average with the save data, we can calculate it on the fly Added a VendorPriceTester editor tool that can crunch analytics data to plot out the discount over time
1 Year Ago
Merge from main
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Fix walkway section using snow materials in large harbor S2P and HLOD harbor_1
1 Year Ago
Fixed incorrect pipe and barrel colours on small oil