userJarryd Campicancel

12,658 Commits over 2,315 Days - 0.23cph!

1 Year Ago
Merge from car_door_destroy_fixes
1 Year Ago
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1 Year Ago
Merge from kitchen_collider_fixes
1 Year Ago
Fixed kitchen_cabinet_100 and kitchen_cooker incorrectly positioned collider Affects underwater labs and desert bases, also arctic research base (ran S2P, no scene changes)
1 Year Ago
Fix player model issues
1 Year Ago
Merge from parent (stomp player_model)
1 Year Ago
Fix drumkit.deployed and waterbucket.worldmodel changes
1 Year Ago
Compile fixes, regenerate PlayerAnimation controller
1 Year Ago
Merge from main (stomped PlayerAnimator and BaseMountable)
1 Year Ago
Merge from compiler_field_fixes (should resolve prefabs reimporting when changing between Client and Server)
1 Year Ago
Merge from main
1 Year Ago
Merge from gesture_cancel_fix
1 Year Ago
Force the endGestureLoop trigger to false when starting a trigger, fixes it sometimes getting left on if the player cancels a looping gesture while the gesture is beginning
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Change convar name of surrender gesture
1 Year Ago
Add a gizmo to ZiplineTargets
1 Year Ago
Added ziplinelaunchpoint.highlight convar, draws an arrow with DDraw for every zipline on the server
1 Year Ago
Added a new hostile mixer group for all footstep mixers, sound effects can be marked as Hostile and will use the appropriate group Added a distortion filter to hostile walk footsteps to make them sound distinct from teammates, WIP
1 Year Ago
Add a parameter to FootstepSound.PlayFootstep whether the footstep has come from a teammate
1 Year Ago
Remove unused field
1 Year Ago
Remove the swayMuzzle transform and set the rotate around muzzle point to 0.7
1 Year Ago
Merge from vm_rotate_around_modifier (includes changes from main)
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
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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