userJarryd Campicancel

12,667 Commits over 2,315 Days - 0.23cph!

13 Minutes Ago
Reduced monumentPuzzleResetRadiationPlayerEmptyTime from 5m -> 2m Reduced monumentPuzzleResetRadiationPreResetTime from 10m -> 5m Brings total possible radiation time from 15m -> 7m
35 Minutes Ago
Reduced monumentPuzzleResetRadiationAmount from 100 -> 3 (inner radiation sphere) Fixed the outer smaller radiation area going straight to 10, it now ramps in like the inner sphere over time
45 Minutes Ago
Add IgnoreAboveGroundPlayers option to TriggerRadiation, uses the IsUnderground check on BaseEntity which won't work in some cases (like noclipping under the terrain). It's what we use for the equivalent check on the puzzle reset If a PuzzleReset is set to ignoreAboveGroundPlayers it will now pass that along to it's radiation zone Airfield will now ignore above ground players Puzzles will now start counting time spent empty with rads active once any radiation is active, not just once radiation is fully activated Don't send the puzzle reset warnings to players that are above ground on a monument set to ignore above ground players
1 Hour Ago
monumentPuzzleResetWarnings is now on by default and saved
Today
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true Would need to relog to see the difference
Today
Allow MeshLOD and RendererLOD components to use the occlusion culling system if they have a RendererBatch component but the RendererBatch won't work (eg. not marked r/w, too many tries, etc.) When standing at the edge of trainyard or outpost and looking directly at a wall (when you would expect the majority of assets to cull) this seems to cull a huge amount of renderers Compound goes from 4.4m tris and 1347 SetPass calls to 2.2m tris and 829 SetPass calls Trainyard goes from 5.5m tris and 1538 SetPass calls to 1.8m tris and 726 SetPass calls MeshCull seems to be working correctly on paper but still seems to be rendering when I would expect it to be culled, so there may be more gains to be had here
Today
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
Today
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game
Today
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Yesterday
Remove GIbbable components from immortal NPC vending machines Seems to cause some issue when loading a save in client+server mode
Yesterday
Merge from minifridge
Yesterday
Setup mini fridge softcore corpse
Yesterday
Converted Minifridge to MeshLOD, match fridge LOD range
Yesterday
Merge from main
Yesterday
Merge from island_scenes
Yesterday
Fixed the AI boat triggers on the islands as well, S2P everything
Yesterday
Merge from parent
Yesterday
Merge from floating_cities
Yesterday
Fixed death screen fade not working correctly in deep sea
Yesterday
Merge from naval_update/floating_cities
Yesterday
Fix boat avoid triggers on floating cities not marked as triggers, causing players to get yeeted out of every floating city at high speed Added DynamicSafeZoneArea to floating cities, triggers the hostile top right warning indicator when close to the floating city
Yesterday
Merge from parent
Yesterday
Show a right click context option to add the selected item to the current tech tree graph
2 Days Ago
Merge from rpg_skin
2 Days Ago
Fixed death screen not showing rocket icons from the RPG skin
2 Days Ago
Merge from main
2 Days Ago
Fixed tech tree editor window populate buttons not working
2 Days Ago
Fixed incorrect elevator power usage
3 Days Ago
Merge from hackweek_boxsorting
3 Days Ago
Enabled sorting on all DLC storage items (including all barrels)
3 Days Ago
Merge from main
3 Days Ago
Fixed translation not working
3 Days Ago
Merge from puzzle_reset_changes
3 Days Ago
Phrases
3 Days Ago
Added a toast if the player is in range of a monument resetting to tell them to leave, off by default (server.monumentPuzzleResetWarnings)
4 Days Ago
Merge from rpg_skin
4 Days Ago
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
4 Days Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
4 Days Ago
Merge from floating_cities
4 Days Ago
S2P all FC's + HLOD
4 Days Ago
Fixed some missing farm access dialogue
4 Days Ago
Missing file
4 Days Ago
Disable the disco ball light emitters entirely with a tight LOD range, saves around 200k triangles, 300 shadow casters and a few hundred batches
4 Days Ago
Merge from parent
4 Days Ago
HLOD will no longer modify LODComponents at runtime that are controlled by culling volumes These two systems were fighting for ownership of components which was resulting in some objects that should be culled being displayed, this would occur inconsistently as the HLOD staggers it's work over multiple frames but the culling volume is instant This commit doesn't actually fix the issue on prefabs, will require S2P and regeneration of HLODs on floating cities (and possibly other monuments)
4 Days Ago
Merge from hackweek_boxsorting (last UI pass)
4 Days Ago
Merge from box_sorting_ui
4 Days Ago
Merge from main
4 Days Ago
Merge from main Automatically resolved conflicts in flare.weapon, planner.prefab, chainsaw.entity, HeldEntity.cs, PlayerModel.cs
7 Days Ago
Merge from main_merge_31_oct_try_again