userJarryd Campicancel

13,671 Commits over 2,466 Days - 0.23cph!

45 Days Ago
Add a temp Change attachment button in the inventory
45 Days Ago
Add skin ownership check Mark all accessories as unlocked by instruments dlc for testing
45 Days Ago
FreeCraft editor option now makes the craft button in the UI always enabled Attachments are now stored with the item (like a skin) so they travel with the item
45 Days Ago
Merge from main
45 Days Ago
Enable box sorting on the component boxes
45 Days Ago
Change nightlight defaults nightlight_brightness - 0.005 nightlight_distance - 5
46 Days Ago
Better approach, only allow one device per index be connected at once
46 Days Ago
Gibs, colliders
46 Days Ago
First pass regular armoured hatch setup
47 Days Ago
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47 Days Ago
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47 Days Ago
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47 Days Ago
Merge from main
47 Days Ago
Modified MidiJack plugin to only ever open one MIDI device at a time, possibly works around new win 11 midi driver issues
47 Days Ago
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47 Days Ago
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47 Days Ago
Merge from main
47 Days Ago
Use Vector3.Distance instead of BaseEntity.Distance as distance is a closer match to the previous behaviour for crossbreeding
47 Days Ago
Another artifical temperature safety check
48 Days Ago
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48 Days Ago
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48 Days Ago
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48 Days Ago
Merge from collectable_optim_pass
48 Days Ago
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
48 Days Ago
Possible genetic growable crossbreeding fix
48 Days Ago
Merge from main
48 Days Ago
Fixed deep sea signal computer server colliders not being stripped on the client Adjusted the server colliders so that standing on the little bits on top shouldn't cause flyhack kicks
48 Days Ago
env.nightlight_brightness defaults to 0.005 (was 0.022) Adjusting due to new darkness levels
48 Days Ago
Safety checks for PartialMobileStaticGrid
49 Days Ago
Merge from island_cliff_water_fix
49 Days Ago
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water No idea what the actual cause is, it doesn't seem to be affected by the ocean topology S2P both islands
49 Days Ago
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49 Days Ago
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49 Days Ago
Added a searchlight debug mode to try and figure out the volumetric animation
49 Days Ago
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
52 Days Ago
Fix PartialMobileStaticGrid NRE on startup
52 Days Ago
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
52 Days Ago
Merge from bushfix
52 Days Ago
Merge from boxes_dlc
52 Days Ago
Merge from signalcomputercollider
52 Days Ago
Merge from mobile_grid_fixes
52 Days Ago
Force the player model to play the deploy animation when switching between entities that use planners
52 Days Ago
Updated held positions for all guitars + bass
52 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
53 Days Ago
Reapply tutorial island mesh, apply correct orientation
53 Days Ago
SplashableStaticGrid is now PartialMobileStaticGrid Added a PartialMobileStaticGrid to GrowableHeatSource so heat sources on boats (or any moving entity) work with planters Fixed PartialMobileStaticGrid not working on entities deployed on a boat being edited and then the boat was finished, now removes and readds itself to the grid in OnParentChanging (had to add a OnParentChanging override in a bunch of places)
53 Days Ago
Merge from boat_aim_sway
53 Days Ago
Apply boat aim sway if the player is mounted to an entity on a boat ADS aim sway is now applied while mounted, might be some unintended side effects of this (although it means things mechanics like clothing accuracy bonuses are now being applied correctly)
53 Days Ago
Merge from main
53 Days Ago
Merge from baked_mesh_optim