userJarryd Campicancel
reporust_rebootcancel

12,319 Commits over 2,557 Days - 0.20cph!

20 Days Ago
S2P sphere tank + HLOD
20 Days Ago
Added a display of which modules will be spawned on the test cars in the vehicle editor Saves having to click through into the scriptable object
20 Days Ago
Updated dome setup with new art Moved the fuel pump models into the entity itself
20 Days Ago
Merge from shadow_caching_tooltip_fix
20 Days Ago
Merge from shadow_caching_framerate_fix
20 Days Ago
Merge from shadow_caching_ambientlightlod_fix
20 Days Ago
Merge from main
20 Days Ago
Merge from apt_cctv_culling
20 Days Ago
Merge from fix_trap_displacement
20 Days Ago
Merge from fix_buffer_upload_mode
20 Days Ago
Merge from fix_demo_culling
20 Days Ago
Create new livestock testing scene with ai enabled Setup cow movement speeds
21 Days Ago
First pass on cow prefab Basic FSM with idle and roam
21 Days Ago
Merge from main
21 Days Ago
Added debug.emptytankermodule and debug.filltankermodule commands
21 Days Ago
Added some help to the water catcher panel
21 Days Ago
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
21 Days Ago
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
21 Days Ago
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
21 Days Ago
Merge from apartment_complex_monument
21 Days Ago
S2P apartment complex
21 Days Ago
Harsher pausing
21 Days Ago
Better update process (pause and resume the playable, don't manually evaluate it)
22 Days Ago
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
22 Days Ago
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
22 Days Ago
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)
22 Days Ago
Removed animator from non-interactive elevator door in destroyed wing
22 Days Ago
Merge from main
22 Days Ago
Merge from weathereffect_queue
22 Days Ago
Missing partial, compile fix
22 Days Ago
Merge from weathereffect_queue
22 Days Ago
Fixed work queue not compatible with reset static fields (abstract class)
22 Days Ago
Merge from weathereffect_queue
22 Days Ago
Fixed AuroraEffect Change budget to 0.02ms
22 Days Ago
Merge from apartment_complex_monument/wire_shadow_fix (fixes powerline shadows)
22 Days Ago
Merge from vm_currency_drop_fix
22 Days Ago
Possibly fixed VM issue that was cuasing currency to be dropped from the back of the VM in some cases
23 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
26 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
26 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
26 Days Ago
Unsaved mask
26 Days Ago
Fix shield not rotated correctly while holding vanilla hatchet
27 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
27 Days Ago
Added a visible number to rentable shops to align with computer terminal
27 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
27 Days Ago
Updated initial purchase cost of apartments: Small - 25 Medium - 75 Large - 200
28 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
28 Days Ago
Merge from apartment_complex_monument
28 Days Ago
Fixed missing upkeep terminal server error when upgrading rooms
28 Days Ago
Fixed bathtub missing from manifest (would have been resolved in builds anyway, fixes an error in editor though)