userJarryd Campicancel

13,099 Commits over 2,831 Days - 0.19cph!

1 Year Ago
Fixed teleport2marker command not working when called from a keybind Passing teleport2marker a -1 argument will now teleport to the last placed marker
1 Year Ago
First pass on a simple entity copy+paste system for QA and media purposes debug.CopyEntitiesInRange takes a name and radius, will copy all entities in the radius using the players position as the reference point debug.PasteEntities takes a name and will paste the target entities, using the plaeyrs current position as the origin IO entities that are included in the paste are rebound locally, so any contained circuits will be recreated Entities are saved in the server directory (EntityCopies folder) and can be reused/saved externally/etc
1 Year Ago
Clean up logs
1 Year Ago
More experimental industrial changes - added the ability for an industrial transfer to pause a transfer mid-way through and resume on the next tick The transfer stores it's current status (eg. we're transferring input 3 to output 8) and then resumes from that point This should have no impact on the splitting behaviour, it just spaces it out over more time
1 Year Ago
Merge from reduce_held_entity_item_counts
1 Year Ago
Added server.industrialTransferStrictTimeLimits convar Adds the ability for conveyors to abort a transfer without it completing if the transfer is taking too long (x2 server.industrialFrameBudgetMs) Will preserve performance at the expense of changing behaviour and potentially causing some transfers to transfer unevenly
1 Year Ago
Ping all of the building blocks that need to be upgraded
1 Year Ago
Animals on tutorial island no longer drop items that aren't necessary to continue the tutorial(bear won't drop leather, chicken won't drop bone frags, etc) Added more help and context to the upgrade base mission
1 Year Ago
Fixed doors not taking into account the speed multiplier set on the open/close states when calculating their animation timings Looks like most doors had incorrect times due to this, leading to vehicle detection volumes being active for too long, sometimes multiple seconds after a door finished animating Updated doors: Wood/stone gates, garage doors, armoured/sheet metal/wood single doors, armoured/sheet metal/wood double doors, twitch drop industrial door
1 Year Ago
Experimental changes to door blockage prevention system to try and prevent vehicles getting stuck in doors, sometimes permanently Do a dot product check when the door detects a blockage and compare that with the direction our door colliders are moving, disregard detected blockages that are on the side of the door that the collider is moving away from (translation: driving into a door that is opening will no longer stop and revert the animation if you drive into the door in the same direction that it is swinging, since that will often involve moving a collider in the opposite direction to vehicle movement and cause chaos) Reduce the length of time that the door physics detection runs for by 20%, so if the animation is more than 80% done it will complete regardless of blockages
1 Year Ago
Merge from tutorial_island
1 Year Ago
More videos
1 Year Ago
Removed the OnItem broadcast message in ItemPanel, replace with IItemPanel interface
1 Year Ago
Remove burlap shirt viewmodel being listed as the inventory panel This has been assigned since 26531(!) but doesn't seem to cause an issue in builds (possibly due to bundling?) Fixes exception when selecting burlap shirt
1 Year Ago
Campfire stuff, remove placeholder label
1 Year Ago
More videos
1 Year Ago
Tutorial help prompts now have a priority, if two prompts are both valid for display we will pick the one with the higher priority
1 Year Ago
Added missionshud.blockdisplay convar for filming Started taking a better revision of all of the tutorial videos to fit the new format
1 Year Ago
Fixed burst icon not updating until the player mouses over the item icon in builds Now updates on flag change, so immediately Fixed burst icon not working on weapons with built in burst capabilities
1 Year Ago
Disable the burst toasts
1 Year Ago
Cherry pick 91313, ignoring traceability
1 Year Ago
Merge from burst_icon_merge
1 Year Ago
Cherry pick 91315 ignoring tracability
1 Year Ago
Added some protections for null user names in the friend picker UI
1 Year Ago
Fixed heavy scientist figurine getting picked up as the hazmat version
1 Year Ago
Merge from main
1 Year Ago
Code review tweaks
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
Fireballs parented to heli crates will now always align upwards, the rotation of the heli crate is unchanged
1 Year Ago
Merge from backpacks
1 Year Ago
Remove PlayerInventory.debugWearIssues, no longer needed
1 Year Ago
merge from tutorial_island
1 Year Ago
Fixed sleepers not updating clothing
1 Year Ago
Merge from backpacks
1 Year Ago
Server logs
1 Year Ago
Print entity names
1 Year Ago
Merge from backpacks
1 Year Ago
Added playerinventory.debugWearIssues with some extra logging for the clothing change process
1 Year Ago
Potential adjustment to repair costs to fix entities with too many non-component crafting costs costing too much to repair (auto turret mostly) When substituting non-components for the component equivalent in StripComponentRepairCost, apply the repair cost multiplier applied at the start of the calculation This means instead of the full converted value of the targeting computer being applied to every repair hit, we only apply a portion of the value based on the health of the entity This reduces the repair cost of an Auto Turret at 67% hp to 5 HQM (was 44)
1 Year Ago
Reapply HeadDispenser component to player_corpse_new
1 Year Ago
Merge from main
1 Year Ago
Compile fix
1 Year Ago
Merge from main
1 Year Ago
Apply final rotation offset to bow
1 Year Ago
Fixed bow hold, was missing a slot on the animator override and I forgot to disable the legacy spine IK system
1 Year Ago
WIP setup for 3qrs bow hold, still not quite working
1 Year Ago
Added a left hand look at rig, exposed the option on held entities to use a left/right/none look at mode