userJarryd Campicancel

13,336 Commits over 2,407 Days - 0.23cph!

Today
Reapply tutorial island mesh, apply correct orientation
Today
SplashableStaticGrid is now PartialMobileStaticGrid Added a PartialMobileStaticGrid to GrowableHeatSource so heat sources on boats (or any moving entity) work with planters Fixed PartialMobileStaticGrid not working on entities deployed on a boat being edited and then the boat was finished, now removes and readds itself to the grid in OnParentChanging (had to add a OnParentChanging override in a bunch of places)
Today
Merge from boat_aim_sway
Today
Apply boat aim sway if the player is mounted to an entity on a boat ADS aim sway is now applied while mounted, might be some unintended side effects of this (although it means things mechanics like clothing accuracy bonuses are now being applied correctly)
Today
Merge from main
Today
Merge from baked_mesh_optim
Today
Reprocess the island meshes, apply a 10 degree limited dissolve on the underwater portions of the island and apply a 0.5 degree dissolve the above water portions Doubles the size of the mesh, but brings the collisions more in line with the visuals and it's still about 75% smaller than last months version of the meshes Moved the original FBX exports of the islands to a SourceIslandMeshes folder in the root of the project in case we need to modify these setteings in the future
Today
Merge from main
Yesterday
Merge from baked_mesh_optim
Yesterday
Apply proper bounds, fixes terrain rendering
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
Revert to version of NMS scene from 140572 (with broken rock references) Reapply no respawn zone Fixes NMS not spawning
Yesterday
Merge from static_bbs
Yesterday
S2P islands
Yesterday
Reduced magnet force Only apply magnet force on one boat at a time, the closest
Yesterday
Static boat stations won't pull in anchored boats
Yesterday
Merge from main
Yesterday
Prefix the frame count in all midi debug messages
Yesterday
Added midiconvar.bufferProtection, prevents more than one identical midi binding firing in a single frame May help midi bindings/stream decks continue to work after the MIDI changes in Win11 25h2
Yesterday
Server compile fix
Yesterday
Fix save corruption issue
2 Days Ago
Move all charms to the 20k range temporarily to limit conflicts
2 Days Ago
Merge from main
3 Days Ago
More fixes, nothings quite working yet
3 Days Ago
Merge from main
3 Days Ago
Merge from static_bbs
3 Days Ago
Merge from main
3 Days Ago
Tweak values, S2P tropical islands
3 Days Ago
Cleanup
3 Days Ago
Added a boat magnet to the static version of the boat building station that pulls in and aligns any player boats within 50m Effect is more pronounced the closer you are to the centre of the station so you can pass by them without being affected but if you stop anywhere near the buoys you'll get pulled in
3 Days Ago
Fix NRE in deep sea manager if no ghost ships are available Fixed water position of static station Added a static boat building station to each tropical island
3 Days Ago
Fix static boat stations starting in open state
3 Days Ago
Merge from main
3 Days Ago
Merge from main (knife.combat.entity and sunken.knife.combat.entity use versions from main)
4 Days Ago
Apply the same changes to all 4 tropical islands, expecting similar savings
4 Days Ago
Simplify the tutorial island mesh collider in blender, most of the detail was under the ocean and in a grid pattern so not needed 293k tris -> 17k 8.53mb -> 496kb on disk Should go from 29.3mb in memory to 500kb, will need to verify final savings in build
4 Days Ago
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4 Days Ago
Equip Weapon Tool now looks through children of selected object before rescanning from the transform root
4 Days Ago
Merge from sunken_and_combat_knife_orientation_fix
4 Days Ago
Merge from puddlefix
4 Days Ago
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4 Days Ago
Merge from increased_deepsea_render
4 Days Ago
Applied LODGroupDeepSeaConfig to RHIB and PT boat
4 Days Ago
Added a new LODGroupDeepSeaConfig component for stuff using LODGroups, modifies the culling screen height percentage if the renderer is in the deep sea Applied to sails
4 Days Ago
LOD components that are dynamic and in the deep sea will now return a quarter of the actual distance in GetDistance, should make things render further out without having to make changes across all prefabs
4 Days Ago
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