userJarryd Campicancel

13,586 Commits over 2,466 Days - 0.23cph!

Today
Route VM inventory to admin panel Remove intial vending orders Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
Today
Disable VM broadcast option Route vm admin to a control panel
Today
Can now paint the sign while interacting with the rentable shop
Today
Merge from main
Today
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
Today
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
Yesterday
Merge from main
Yesterday
Merge from ugc_screen_blur_fix
Yesterday
Fix missing terrain and foliage in report screenshots
Yesterday
Merge from vine_descend_fix
Yesterday
Fixed automatically generated report offensive content screenshot appearing blurry
Yesterday
Fixed kapok branch colliders on wrong branch, preventing vine descending
Yesterday
Ladder hatch open/close sounds now use small sounds template (was medium)
Yesterday
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
Yesterday
Burst compile GeneratePipeMesh Add 26 tests for the new pipe merging feature Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors batching.refresh_pipe_groups will now force a reset of all pipes to the current system
Yesterday
Fix pipe merging conflicting materials
Yesterday
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
Yesterday
Merge from main, no conflicts
6 Days Ago
Pooling support
6 Days Ago
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
6 Days Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
7 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
7 Days Ago
First pass on admin vending machine support
7 Days Ago
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs
7 Days Ago
Rentable shop first pass setup, just setting up verison A for now Can open and close the shop via E for now Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed) Spawns a shopkeeper and invisible VM when opened
7 Days Ago
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
7 Days Ago
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7 Days Ago
Beancan override fixes
8 Days Ago
Fixed scientists using multiple masks at once, now matches main
8 Days Ago
Fixed AI not being able to be spawned inside of WakeAI zones if in an editor scene Awake was happening before the local server was initiated and throwing an exception so it wasn't getting query events This is an issue on main but it's blocking quick testing on this branch so I'll do it here, could cherrypick this change to main if needed
8 Days Ago
Merge from main
8 Days Ago
Fixed grenade anim override not using throw animations
8 Days Ago
Fixed holster info bone name not working if supplied bone was spine4
8 Days Ago
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead) Exposed as an accessor for now, not in the inspector Fixed submarine passenger seat spinning Fixed snowmobile passenger seats, had to mark sit pose animations as loops Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
8 Days Ago
Don't show parachute canopy on legs renderers
9 Days Ago
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9 Days Ago
Scientist2 and ragdoll now use PlayerModel.fbx as their base for better future compatibility
9 Days Ago
Merge from main
9 Days Ago
Fix recycler not unpacking any attachments/ammo if a weapon was inserted while a recycler was already on (already happens when recycler is turned on)
9 Days Ago
Merge from paint_pool_fix2
9 Days Ago
Possible pooling fix for MeshPaintableSource showing the wrong texture after being popped from the pool
10 Days Ago
First pass rebuilding Scientist2 prefab with new player model Now embeds the HazmatSuit fbx prefab so should be less likely to break going forwards Updated Scientst2.mp5.anim.override with new animations
10 Days Ago
Merge from travelling_vendor_nre_fix
10 Days Ago
Null checking local player list in TravellingVendor
10 Days Ago
Don't apply CPU Affinity more than once in the editor Was retriving the manifest from the backend (a full web request) and applying it every time the game compiles due to InitializeOnLoadMethod
10 Days Ago
Added Unity iteration profiler package to project (embedded)
10 Days Ago
Merge from main DIrectory conflict on Clothes/vest.metal/vert.metal.female (deleted on this branch presumably to fix the typo?), preserved the delete Many conflicts across clothing and vehicle prefabs due to the Entity Label cleanup, all merged automatically so should be safe
12 Days Ago
BasePlayer.Command now has overloads for 1-4 parameters, makes all calls from our code alloc free Left the params version for mod support
13 Days Ago
VehicleAimYaw parameter is now applied in -1 to 1 space Updated clips on horse seat to match new ranges, looks waaaaay better
13 Days Ago
Added an extra hash set when calculating the seed for picking hair colour In some hair cases this was resulting in hair that would only allow certain colours in the variations colour array