userJarryd Campicancel

12,162 Commits over 2,557 Days - 0.20cph!

3 Hours Ago
Create new livestock testing scene with ai enabled Setup cow movement speeds
Today
First pass on cow prefab Basic FSM with idle and roam
Today
Merge from main
Today
Added debug.emptytankermodule and debug.filltankermodule commands
Today
Added some help to the water catcher panel
Today
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
Today
Fixed an infinite GUILayout issue when inspecting modular vehicles Crude oil pump now requires powergrid to be active (level 1 for now) Adjusted rates, spawn less per tick but much faster ticks
Today
Created a new GenericMountableAnimationSubSystem Designed for mountables that just use a single clip (ie. most of them) Plays a given clip on a loop and swaps avatar mask to lower body only when a player equips an item Updated chair_animtest to demo behaviour
Today
Merge from apartment_complex_monument
Today
S2P apartment complex
Today
Harsher pausing
Yesterday
Better update process (pause and resume the playable, don't manually evaluate it)
Yesterday
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
Yesterday
Fixed DecalCull components not showing decals at all at lowest quality settings This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level Decals on low settings now pop in pretty obviously, but at least they render when up close Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
Yesterday
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes (eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)
Yesterday
Removed animator from non-interactive elevator door in destroyed wing
Yesterday
Merge from main
Yesterday
Merge from weathereffect_queue
Yesterday
Missing partial, compile fix
Yesterday
Merge from weathereffect_queue
Yesterday
Fixed work queue not compatible with reset static fields (abstract class)
Yesterday
Merge from weathereffect_queue
Yesterday
Fixed AuroraEffect Change budget to 0.02ms
Yesterday
Merge from apartment_complex_monument/wire_shadow_fix (fixes powerline shadows)
Yesterday
Merge from vm_currency_drop_fix
Yesterday
Possibly fixed VM issue that was cuasing currency to be dropped from the back of the VM in some cases
2 Days Ago
Possible fix for apartments evicting players after a few minutes Reset lastRentPaymentTime and zero out any outstandingRent or timeRentOverdue when a new tenant rents out a room (was inheriting the last occupants values) Would have affected servers with 24h+ uptime more severely
5 Days Ago
Update WeatherEffect to use a PersistentObjectWorkQueue instead of repeating invokes Budgeted to 0.05ms, matches it's invoke cost but stops the occasional spike up 0.1ms Also pass the position of the effect down the chain once, instead of repeatedly accessing transform.position
5 Days Ago
Limit amount of upkeep that can be stored in an apartment upkeep terminal to three days worth (amount varies between apartments) Send a network update from the apartment whenever items are added and removed from the upkeep terminal to update clients
6 Days Ago
Unsaved mask
6 Days Ago
Fix shield not rotated correctly while holding vanilla hatchet
6 Days Ago
Convert the various tools made last week into a new unified SceneChecker window Scans the scene once, runs everything though a selection of SceneCheck classes Can add new checks by just deriving from SceneCheck, will automatically get picked up Can filter each check in the window with a number beside the filter to see Added a check to find RendererLODs that can be converted to MeshLODs
6 Days Ago
Added a visible number to rentable shops to align with computer terminal
7 Days Ago
Final (for real this time) apartment costs: Small - 25 initial cost, 10 per day Medium - 150 initial cost, 50 per day Large - 350 initial cost, 100 per day
7 Days Ago
Updated initial purchase cost of apartments: Small - 25 Medium - 75 Large - 200
7 Days Ago
Manually disabled shadows on wire_prefab - this is used for powerlines Shadows used to be disabled via the IsShadowInsignificant check which checked if the mesh was small and the lod level was greater than the lod state count - 2 Both of these are true in this case, it's a two state RendererLOD that is small and then scaled up We've fixed both of those issues this month so shadows appeared on the powerline wires which looked bad at higher shadow cascades, so just disable shadows manually S2P outpost, harbors, launch site, powerplant, trainyard
8 Days Ago
Merge from apartment_complex_monument
8 Days Ago
Fixed missing upkeep terminal server error when upgrading rooms
8 Days Ago
Fixed bathtub missing from manifest (would have been resolved in builds anyway, fixes an error in editor though)
8 Days Ago
Possible fix for missing apartment_small_col fbx in builds The fbx import settings imported a material, which meant the asset was loaded into content.private as it grabs all materials
8 Days Ago
Merge from apartment_complex_monument
8 Days Ago
Send network updates for all apartment rooms when a player joins or departs a team Affects the player joining/leaving and all of the rooms of players in that team Fixes needing to leave and re-enter network range when joing a team if you already own an apartment
8 Days Ago
Merge from apartment_complex_monument
8 Days Ago
Can no longer ent kill apartments
8 Days Ago
Any players that are not authed to go through the invisible barrier are removed from an apartment when the break in ends (otherwise they would be trapped)
9 Days Ago
Merge from apartment_complex_monument
9 Days Ago
Intruders no longer have access to a shop inventory if it gets taken over or closed Fixed scrap upkeep terminal not getting cleaned up when checking out of a room
9 Days Ago
Remove master key from bandit town vendor
9 Days Ago
Merge from apartment_complex_monument
9 Days Ago
Added a blocker to the front and back entrances of the apartment block to stop vehicles entering