userJarryd Campicancel

12,007 Commits over 2,496 Days - 0.20cph!

1 Hour Ago
Player can now be looted while surrendering
1 Hour Ago
Add surrender gesture action See BasePlayer.CurrentGestureIsSurrendering
1 Hour Ago
Revert lootpanel.bbq prefab
1 Hour Ago
Added the ability for a looping gesture to hold their gesture after cancelling for a set number of seconds so we cna show the animation ending Converted the friendly gesture into a looping gesture (just cut up the existing anim for now, it looks bad) Applied to viewmodel and third person animations Manifest + some hood texture file metas
3 Hours Ago
Fix editor starting a new session on the death screen (I had to enable this for the sleeping_death_info_safezone branch, no longer needed)
3 Hours Ago
Merge from main
3 Hours Ago
Add some null checks to the oven loot panel to try and work around these warmup issues
Today
Don't show the patrol path if the cargo ship isn't active Don't show the patrol path if the cargo ship has begun it's egress Don't show the path for a harbor if the cargo ship has already docked at that harbor Removed the tooltip text changing on the cargo ship map marker - it no longer makes sense now that we have multiple docking spots and we now have better information from the ship path
Today
Merge from main
Today
Client compile fix
Yesterday
Merge from PlayerRigUpdate
Yesterday
Update player controller from main
Yesterday
asmdef update
Yesterday
Merge from PlayerRigUpdate
Yesterday
Meta changes
Yesterday
Merge from PlayerRigUpdate
Yesterday
Merge from PlayerRigUpdate/2022_merge
Yesterday
Merge from main
Yesterday
Compile fixes
Yesterday
Cleanup Added graphics.collapseRendererLOD to control new behaviour, defaults to true and game must be restarted after toggling for new setting to take effect
Yesterday
One more layout change Updated the scientist/animal icons in the extended life stats now that we have better icons
Yesterday
Layout, hide stats button
Yesterday
Added warning to death screen
Yesterday
Merge from main
Yesterday
Merge from main (lots of branches with map changes, trying to keep conflicts to a minimum)
Yesterday
Proper reference to global network group
Yesterday
Possible fix for minicopter seat getting removed from the client after flying through the parenting volume on the harbor swing bridge Don't let the client move an entity into it's parent group if it is set to global broadcast (group id = 0) as that won't match with the group that it is in on the server
Yesterday
Merge from hide_health_aim
Yesterday
Possible build fix
2 Days Ago
Don't allow the quick move conveyor path to operate on items with instance data, fixes plant genetics getting lost during conveyor process
2 Days Ago
Merge from main
2 Days Ago
Possible fix for team member UI displaying incorrect values when spectating
2 Days Ago
Reapplying changes from map_perf_improvements, the merge for that branch was too messy so I'll just reapply the changes with the new vending machine UI in mind The test scene for these changes is 4 clusters of 100 vending machines each, baseline takes 109ms with 3.1mb of GC to populate the map Don't spawn the child vending machine icons for the cluster icons, they're not used anymore so this saves a huge amount of instantiations (saves 2.5mb of allocations and 91ms) Convert the material params in MapView update into cached ints (saves 0.06ms every frame while map is open) Add a Poolable component to the ShopMarker and Shop marker cluster Fix the client side vending machine data not getting returned to the pool when a marker is populated Converted the drone marketplace map view to spawn the child vending machine markers on demand rather than when the map is opened and closed Final result: 6.56ms and 35.2kb of GC
2 Days Ago
Merge from main (right branch this time, lots of conflicts)
2 Days Ago
Merge from main
2 Days Ago
Cleanup on disconnect
2 Days Ago
Make the paths a little more transparent
2 Days Ago
Nexus ferry path stub, wont implement for this update
2 Days Ago
Refactor to support including more ocean paths Added support for showing harbor approaches
2 Days Ago
Unsaved work, change the bundle manifest to a straight list of bundle names as the new build process doesn't produce manifests
5 Days Ago
Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
5 Days Ago
Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
5 Days Ago
Tests for a standalone LOD baker using the UnwrapBaker system
6 Days Ago
Support MaterialSetup component
6 Days Ago
Unsaved
6 Days Ago
Grounded layer hookup
6 Days Ago
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab) Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
6 Days Ago
Fixed collapse not working with skinned objects, not casting shadows
7 Days Ago
Various fixes, move to PrefabPreProcess so it gets run once per prefab
7 Days Ago
Added egress state to debug_cargo_state debug_cargo_status and debug_info no longer need to be called from in-game