userJarryd Campicancel

13,079 Commits over 2,831 Days - 0.19cph!

1 Year Ago
Cherrypick 91693, 91692, 91667 from viewmodel_camera_anim (skips the changeset with LR anim changes, out of scope for this month)
1 Year Ago
Cherry pick 94988
1 Year Ago
Fixed containers not getting properly parented to cargo ship after a server reboot if the server was shut down while the cranes were working
1 Year Ago
Reserialize every material in the project (1527 changed materials)
1 Year Ago
Fix progress bar not working
1 Year Ago
Merge from main
1 Year Ago
Move skinnable asset into root Tool Cupboard directory and fixed prefab name
1 Year Ago
Make BindRendererBouds component IClientComponent to fix asset warmup issues in server prefabs Updated construction guide mesh
1 Year Ago
Fixed not being able to convert a retro TC to a vanilla TC with spray can (make it's repair target the retro TC item def so that spray can understands the relationship) Fix spray can not copying over authorized players when switching between redirect TC skins
1 Year Ago
Merge from harbor_tweaks_4_cargoship
1 Year Ago
Adjusted resting position of container pickup cranes so the arm rests at around 40 degrees, should make it easier to climb when not moving containers S2p both harbors
1 Year Ago
Fixed rotation on hanging ladder on rotating crane
1 Year Ago
Merge from harbor_tweaks_4_cargoship
1 Year Ago
Fixed cargo ship not finding nearby cranes if more than one harbor was in the world at a time Put a heap of debug logs in case this still doesn't fix the issue
1 Year Ago
Fix swing bridge moving on the Y slightly when it opens and closes at harbor_1
1 Year Ago
Merge from harbor_tweaks_4_cargoship
1 Year Ago
Enable r/w on swing bridge collision meshes
1 Year Ago
Another tugboat spawn change for harbor_2
1 Year Ago
Moved tugboat spawns in both harbors to the other side of the island
1 Year Ago
Shrink container spawn check slightly
1 Year Ago
Merge from harbor_tweaks_4_cargoship
1 Year Ago
Adjusted cargo dock position in harbor_2
1 Year Ago
Removed all RendererBatch components from the container dressing Marked all MeshCull scripts in the dressing as dynamic
1 Year Ago
Don't spawn containers if an entity is blocking the spawn point (includes players, vehicles and deployables) Other slots should pick up the slack and get more spawns but if all slots are occupied no containers will spawn a ship docks
1 Year Ago
Clear any existing cargo containers on a ship when docking process begins
1 Year Ago
Adjusted cargo ship docking position at harbor_1 so that the swing bridge can close Fixed the second static crane not swinging out of the way when the ship departs
1 Year Ago
Fixed spawn.cargoshipdockingtest not working if more than one harbor is in the world
1 Year Ago
Make cargo ship door LODs dynamic
1 Year Ago
Add a climbable net to the static cranes if the Reserved1 flag is set to true Enabled on the shore side crane S2P harbor_1
1 Year Ago
Merge from harbor_tweaks_4_cargoship
1 Year Ago
Merge from main
1 Year Ago
Moved a container spawn point to the other side of the road in harbor_2 so the move won't require the crane to clip through the cargo bridge (hopefully) Full S2P of both harbors with HLOD
1 Year Ago
Use the highest point out of all of the spawn points as the "ceiling" of a set of container moves - fixes containers clipping through other containers on the cargo ship during movement when being placed lower than the top layer of containers.
1 Year Ago
Fix containers getting spawned too high if a cargo ship docked at the same port multiple times while a server was up
1 Year Ago
Add a crush trigger to the bottom of the harbor containers when descending
1 Year Ago
Fixed a case where harbor cranes would spawn and have slightly different arm angles between client and server, leading to flyhack kicks due to differing collider positions
1 Year Ago
Adjusted container crane movement so that the ship mast doesn't clip with the hanging container
1 Year Ago
spawn.cargoshipdockingtest no longer needs a parameter if only one harbor is present on the map Fixed bridge spawn curves on both harbors by implementing a new UseToggleMode option on the proximity manager When this new mode is enabled you can use a constant curve mode and the entity will move over time to match the desired point, this allows the bridge to continue to move even when the cargo ship has come to a rest Fixed swing bridge not marked dynamic LOD Fixed new cranes missing metal bullet impact fx
1 Year Ago
Fixed misaligned harbor drop points
1 Year Ago
Fixed swing bridge not swinging on harbor_1 Fixed ramps on both sides of the swing bridge swinging with the bridge S2P both harbors
1 Year Ago
Added a collider to the arm piece that grabs containers on the crane Fix container dressing prop LODs not marked as dynamic
1 Year Ago
Merge from harbor_tweaks_4_cargoship
1 Year Ago
Merge from main
1 Year Ago
Disable log spam for proximity manager
1 Year Ago
Harbor_1 curve adjustments
1 Year Ago
Update harbor_2 docking points to better fit new cargo ship handling Update BasePath.GetPathProgress to work purely off the supplied position rather than an index, use dot checks to determine where in the path the position is
1 Year Ago
Fix cargo ship not restarting it's LeaveHarbor invoke on a load
1 Year Ago
Fix some parent colliders with negative scale
1 Year Ago
Hooked up three interior variants for the containers that get picked up and dropped on the cargo ship
1 Year Ago
Merge from harbor_tweaks_4_cargoship