userJarryd Campicancel

15,213 Commits over 2,680 Days - 0.24cph!

Today
Merge branch 'main' of rust
Today
Merge branch 'generic_animator'
Today
Rebake a bunch of cinematic animations, fixes some real nightmare fuel in the tutorial
Today
Rebake held-attack-anim, remove some unused instrument animations
Today
Deleted 3p_lr300_sprint_idle_edited.anim, cleaned up some chainsaw humanoid refs
Today
Cleanup
Today
Break out the reporting process from BuildAssetBundles, keeps the diff more manageable
Today
Merge remote-tracking branch 'origin/main' into hackweek_local_tutorial
Today
Adjusted sockets on dropbox * Will now always be flush with wall, fixes some awkward storage adaptor placements
Today
Some minor changes to the player pose class to keep backwards compatibility with media version
Today
Cleanup
Today
Add eye look at support to PlayerLimbIkModule
Today
Rebaked a small selection of clips that were using the mirror functionality or still targeting the old model
Today
Make a missing bone in IK just spam warnings in the editor
Today
Merge remote-tracking branch 'origin/main' into generic_animator
Today
Renames
Today
Extended the show hands anim preview option to support showing the whole player body
Today
Setup build menu items, builds server+bundles+copies bundles
Today
Merge remote-tracking branch 'origin/main' into hackweek_local_tutorial
Yesterday
Merge branch 'main' into generic_animator
Yesterday
Fixed some issues with the wetness effects and glass shaders
Yesterday
Animated building blocks now update the rain grid when open/closed
Yesterday
Playing around with a new puddle feature *Hand placed in monuments, animates in and out via alpha over time Works nicely with the hand placed water spout fx I added earlier, so when it rains some parts of a structure can have big gushes of water and puddles can appear beneath them Puddles don't respect the rain occlusion system so we can use them in placed that would otherwise not be wet but might make sense for a puddle Just using some generic noise as a puddle texture, could be replaced with something a bit nicer https://files.facepunch.com/jarryd-campi/2026/November/Unity_KZCezAcmDg.mp4
Yesterday
Testing out some manually placed water effects
Yesterday
Raindrops are now illuminated by distant light flares * https://files.facepunch.com/jarryd-campi/2026/November/Unity_wKkR1wBhvT.mp4 Picks the 16 flares closest to the center of the screen to pass to the shader Has some issues, there's no simple way to handle the flares being occluded by other geometry, we could maybe get away with it?
Yesterday
Implement rising rivers during rainfall, shelving here because it doesn't work very well * Server prebakes the lowest and highest river levels and lerps between them Problem is after a few proc gen tests in most cases this looks bad and results in a visible water edge We'd need actual water physics? Not worth it https://files.facepunch.com/jarryd-campi/2026/November/Unity_yXJIos8h4u.mp4
Yesterday
Expose wind turbulence to weather preset, raise it on heavy rain so we get more foliage movement
Yesterday
Some randomisation to rain speeds
Yesterday
Fixed small band of wetness in some base corners
Yesterday
Fix water drops appearing to clip through the ceiling when standing underneath them
Yesterday
Disable any wetness rendering in edit mode, better terrain falloff
Yesterday
Added a new weather preset editing window, sets weather settings instantly bypassing any easing
2 Days Ago
Merge remote-tracking branch 'origin/hackweek-rain-benchmark' into hackweek-rainy-days
2 Days Ago
Merge branch 'main' into hackweek-rainy-days
2 Days Ago
Updated benchmark scene a bit
2 Days Ago
Merge remote-tracking branch 'origin/main' into hackweek-rain-benchmark
2 Days Ago
Player skin is now affected by rain, disabled drops so it's just shine
2 Days Ago
Enforced a minimum visibility for rain, it was getting lost during the day
2 Days Ago
Fixed some viewmodel rain effect issues * https://files.facepunch.com/jarryd-campi/2026/November/Unity_1QZcAB3TL7.mp4
2 Days Ago
Added a new ambience system to play a rain on roof sfx when under cover during rain * Currently just using the one temp sfx, but has support for per physics material sfx so we could do rain on wood/metal/etc roof https://files.facepunch.com/jarryd-campi/2026/November/Unity_GIXWpMBA6y.mp4
2 Days Ago
Apply wetness to terrain and foliage shaders, fade out based on foliage render range (looks bad at a distance) *Automatically inherited the rain grid functionality so terrain looks dry underneath solid objects https://files.facepunch.com/jarryd-campi/2026/November/Unity_OITx5EusZO.mp4
2 Days Ago
Added a new rain benchmark, just flies through a lit structure with the rain enabled
3 Days Ago
Added some noise and speed variance to pfx and wall/floor effects * https://files.facepunch.com/jarryd-campi/2026/November/Unity_PzCYQtMcz1.mp4
3 Days Ago
Lower rain drop collisions to low quality, just use the rain collision grid we made yesterday (saves CPU time)
3 Days Ago
Rain drops pick up lighting around them * https://files.facepunch.com/jarryd-campi/2026/November/Unity_dwa0rv3Zt0.mp4 https://files.facepunch.com/jarryd-campi/2026/November/Unity_Hf2pPVSJgl.mp4
3 Days Ago
Make the rain particles themselves a bit longer and more visible
3 Days Ago
▆▍▋▅▅ ▅▍▌
3 Days Ago
Wetness and rain drops on viewmodels, looks a bit jank
3 Days Ago
More perf work, rain calc now costs less than 0.01ms when camera is moving, free if stationary
3 Days Ago
Perf improvements