userJarryd Campicancel

13,040 Commits over 2,376 Days - 0.23cph!

Today
Merge from UpdatedVisibleHolsteredItems_gc_fix
Today
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
Today
Replace TravellingVendor's FetchTargets Vis lookup with a quick iteration over subscribed connections, shuold be faster (in theory, couldn't reproduce slow physics in the editor)
Today
Merge from main Conflicts on w_sks_rig.fbx and associated meta file, used the version from main as that's technically the latest but this will stomp the changes made in 129608 (29/08/2025) Auto merge PlayerModel.cs conflict
3 Days Ago
Merge from main
4 Days Ago
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
4 Days Ago
Merge from io_budgets
4 Days Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
4 Days Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
5 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
5 Days Ago
Convert steering wheel to MeshLOD
5 Days Ago
Merge from door_alloc_fix
5 Days Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
5 Days Ago
Merge from cctv_budget
5 Days Ago
Merge from main
5 Days Ago
Codegen so domain reload works
5 Days Ago
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
5 Days Ago
Merge from naval_update
5 Days Ago
Switch back to the mainland view on the map screen if it closes while open
5 Days Ago
Fixed ghost ship map markers rotation and scale
6 Days Ago
Death screen now switches back to the mainland if the deep sea closes for any reason
6 Days Ago
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
6 Days Ago
Merge from main
6 Days Ago
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6 Days Ago
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6 Days Ago
Merge from kinematic_asleep_magnet
6 Days Ago
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
6 Days Ago
Merge from dropped_item_optim
6 Days Ago
Rename queue budget
6 Days Ago
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
6 Days Ago
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7 Days Ago
Merge from naval_update
7 Days Ago
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
7 Days Ago
Don't allow deployable corpses on boat hulls while in edit mode
7 Days Ago
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
7 Days Ago
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7 Days Ago
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7 Days Ago
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly Fixes tree billboards in deep sea not rendering properly after a save/load
8 Days Ago
Merge from main
8 Days Ago
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8 Days Ago
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8 Days Ago
Merge from main (conflict on PlayerModel.cs, auto resolved)
11 Days Ago
Fixed being able to deploy objects on the top of the small ramp
11 Days Ago
Merge from naval_update
11 Days Ago
More accurate shootable collision on small ramp
11 Days Ago
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11 Days Ago
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11 Days Ago
Merge from naval_update
11 Days Ago
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11 Days Ago
Merge from main