userJarryd Campicancel

12,618 Commits over 2,284 Days - 0.23cph!

2 Years Ago
Unsaved
2 Years Ago
Added [movement] to TokenizedPhrase (eg. "[movement]" becomes "[WASD]" based on players input bindings) Added more help steps
2 Years Ago
Unsaved
2 Years Ago
Fixed mining quarry animating if the player enters network range and is over 100m away (intended behaviour is that quarry/pumpjack don't animate until player is within 100m, regardless of state) Pumpjack didn't have the same issue because it was disabling animations at 60m, I've increased that to 100m for uniform values across both prefabs
2 Years Ago
Exposed anamorphic barrel and anamorphic squeeze to Dof Exposer Dof Exposer will no longer update it's values if the component is disabled or the gameobject is in a disabled hierarchy Debug camera readout values will now display dof exposer values if there is an active exposer Added dof distance to camera info readout
2 Years Ago
Cleanup
2 Years Ago
Fixed parachute mount anchor in incorrect position Adjust parachute dismount handling to be a bit more forgiving of collisions Remove the terrain height measurement and just move the player back slightly if they are in an invalid location when dismounting due to a collision
2 Years Ago
Fixed video player
2 Years Ago
Unsaved
2 Years Ago
First pass on a modal tutorial UI to explain concepts. Can be assigned to a mission and the modal will display when that mission is accepted.
2 Years Ago
Industrial conveyors will no longer put clothing items in the belt bar of a locker Fixed locker declaring incorrect slot ranges for industrial transfers after adding teh additional parachute slot
2 Years Ago
Fix ghost sheet not rendering hands in first person with arms mode (most noticeable with the parachute but also affected any vehicles where we show the hands like cars)
2 Years Ago
Fixed parachute playing wooden gibs sound when it breaks
2 Years Ago
Gradually introduce forward momentum when deploying the parachute rather than straight away, takes 1s after deploying to reach full speed
2 Years Ago
Merge from main
2 Years Ago
Added a new tutorial supply container that gets refreshed at several mission stages Added optional mission objectives to open the extra storage, still not referenced in dialogue Removed the resource multipliers from yesterday
2 Years Ago
Fixed BaseOven's not working in the editor if more than one is placed in the same session
2 Years Ago
Add missing SeekingServerProjectile component I think this got removed somehow in 87271 and broke homing missiles
2 Years Ago
Compile fixes
2 Years Ago
Add IMaterialReplacementCallback interface, is called when a material is replaced via a skin Reinitialise EmissionToggle when it receives this callback, fixes furnaces showing the emisison colour of the vanilla furnace when lit
2 Years Ago
Kayak marker
2 Years Ago
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2 Years Ago
Unsaved assets
2 Years Ago
Wait until the player has fully connected and woken up before starting the initial conversation More animal fat fixes
2 Years Ago
Properly spawn the tutorial bear variant Lower tutorial bear health to 100 Give the tutorial bear a custom corpse prefab with 200 extra animal fat to give the player enough resources to finish the tutorial
2 Years Ago
Fixed backpack slot not properly enabling if the inventory was closed with the underwear picker open
2 Years Ago
Merge from parachute
2 Years Ago
Merge from main
2 Years Ago
Increase resource havesting rates x3 while in tutorial (for testing, but it might stick around) Covers ResourceDispenser and CollectibleEntity
2 Years Ago
Merge from main
2 Years Ago
Fixed Launcher lock on sounds staying on if the player was looking at something while they disconnected OnHeldChanged doesn't actually get called in this case so the targeting invoke was still running forever, this cancels the invoke Also fixed the lock on bar staying visible after reocnnecting if disconnecting while locked onto a target
2 Years Ago
Kill players mounted to a helicopter in OnKilled instead of DismountAllPlayers, this allows us to pass the correct HitInfo to each player so they see proper kill attribution on the death screen (eg. you were killed by player X with a homing missile instead of just death by helicopter)
2 Years Ago
Additional NRE checks in HideUntilMobile
2 Years Ago
Patrol helicopter now fires flares whenever a homing missile is launched at it It has unlimited flares
2 Years Ago
Merge from main
2 Years Ago
Added a zip up sound while repacking the parachute, cancels if the player stops Involved adding an OnLongUseCancelled parameter to the Menu attribute and the accompanying code generator changes
2 Years Ago
Remove crosshair icon
2 Years Ago
When a homing missile launcher is holstered all of it's missiles are marked as orphans and will start to veer off course An orphaned rocket cannot receive a target, regardless of what the player equips Note that when firing at a stationary target this may still result in the target getting hit, there's some randomness
2 Years Ago
Don't allow the homing missile launcher to launch a missile if any other launchers on the players belt have an active missile in flight UI missile in flight indicator will display if any launchers on the players belt have an active missile
2 Years Ago
Disable ironsights component on homing missile launcher viewmodel, hopefully fixes occassional snapping
2 Years Ago
Increase forward acceleration when leaning forwards (40->50) Slightly increase maximum forward tilt when leaning forwards (50->55 degrees)
2 Years Ago
Merge from mountinput_fix
2 Years Ago
Adjust hand IK positions on first person parachute
2 Years Ago
Fixed parachutes incorrectly awarding the sunglasses at night voice props dlc achievement
2 Years Ago
Recache viewmodel renderers for all homing missile launcher renderers, seems to fix the distorted missile issue in editor
2 Years Ago
Added a homing missile world model (used a box collider due to lack of collision mesh)
2 Years Ago
Added a gametip to the heli gunner UI to explain the controls (the distortion makes it a little hard to read, but better than nothing)
2 Years Ago
Unsaved formatting
2 Years Ago
Show an icon on the crosshair while a homing missile is active
2 Years Ago
Increase reload time Don't allow reloading while the launcher is Busy - the launcher is considered busy if it has a rocket in mid-air