userJarryd Campicancel

13,967 Commits over 2,527 Days - 0.23cph!

58 Days Ago
Commit changed metas from NukeDistant merge
58 Days Ago
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
58 Days Ago
Hair dye is now calculated with it's own random generation instead of relying on a combination of hair type and index Should distribute hair colours more uniformly
58 Days Ago
Added a Clear active property block button to SkeletonSKin, will only appear at runtime
59 Days Ago
Merge from parent
59 Days Ago
Fixed end of tutorial cinematic
59 Days Ago
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
59 Days Ago
Increase walk speed animation to 1.5 (was 1.2)
59 Days Ago
Merge from main (no conflicts)
2 Months Ago
Fix player aim getting set incorrectly after switching from a seat with aim support to a seat with no aim support Uses an old hack we did for the snowmobile, apply it across the board now and also trigger it if the mountables animateVehicleAim360 state is changing
2 Months Ago
Merge from island_water_volumes
2 Months Ago
Merge from combat_knife_rotation_fix_2
2 Months Ago
Merge from balloon_clump_lod_distances
2 Months Ago
Merge from recycler_ammo_fix
2 Months Ago
Merge from floor_frame_grill_fix
2 Months Ago
Merge from ladder_hatch_sfx_range
2 Months Ago
Merge from xor_typo_fix
2 Months Ago
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
2 Months Ago
Merge from main
2 Months Ago
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
2 Months Ago
Merge from new_achievements_apr26
2 Months Ago
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
2 Months Ago
Merge from command_alloc
2 Months Ago
Renames Add a skinnable for half shelves and single shelves
2 Months Ago
Created new hidden/uncraftable base storage horizontal and vertical storage barrels Added skins for original storage barrels, abyss, warhammer and jungle versions Can now use the spray can or repair bench to reskin between these versions Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin No changes to crafting menu, these barrels still appear as separate items there
2 Months Ago
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
2 Months Ago
Fix NRE when renaming a demo shot to a name that already exists
2 Months Ago
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
2 Months Ago
Remove log when loading player inventories for the first time
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
Route VM inventory to admin panel Remove intial vending orders Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
2 Months Ago
Disable VM broadcast option Route vm admin to a control panel
2 Months Ago
Can now paint the sign while interacting with the rentable shop
2 Months Ago
Merge from main
2 Months Ago
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
2 Months Ago
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
2 Months Ago
Merge from main
2 Months Ago
Merge from ugc_screen_blur_fix
2 Months Ago
Fix missing terrain and foliage in report screenshots
2 Months Ago
Merge from vine_descend_fix
2 Months Ago
Fixed automatically generated report offensive content screenshot appearing blurry
2 Months Ago
Fixed kapok branch colliders on wrong branch, preventing vine descending
2 Months Ago
Ladder hatch open/close sounds now use small sounds template (was medium)
2 Months Ago
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
2 Months Ago
Burst compile GeneratePipeMesh Add 26 tests for the new pipe merging feature Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors batching.refresh_pipe_groups will now force a reset of all pipes to the current system
2 Months Ago
Fix pipe merging conflicting materials
2 Months Ago
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
2 Months Ago
Merge from main, no conflicts
2 Months Ago
Pooling support