userJarryd Campicancel
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10,811 Commits over 1,919 Days - 0.23cph!

22 Days Ago
Set up improvised shield prefab variants
22 Days Ago
Merge from main
23 Days Ago
Show vending machine names in the F1 UGC panel
23 Days Ago
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
23 Days Ago
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation) S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
23 Days Ago
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc) Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
23 Days Ago
Revert radtown scene to version from radtown_fixes, has more up to date fixes
23 Days Ago
Merge from radtown_monument_fixes
23 Days Ago
Added a ServerTick method to HeldEntity, called when the player is holding it Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this) Shields can now take hits from server side projectiles like auto turrets and NPC's
24 Days Ago
Some folder restructuring now that we have actual assets
24 Days Ago
Reapply animator changes
24 Days Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
24 Days Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
24 Days Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
24 Days Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
25 Days Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
25 Days Ago
Fixed some placeholder stuff for gesture slots that are empty
25 Days Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
25 Days Ago
Merge from main
25 Days Ago
Revert WaterSystem.cs to the version from main, should make merges easier. Looks like it was missing a bunch of stuff due to various botched merges over the years
25 Days Ago
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
25 Days Ago
Fixed large stables vendor getting killed on server restart
26 Days Ago
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26 Days Ago
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27 Days Ago
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28 Days Ago
Reverted the divemaster missions to a max 500m Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
28 Days Ago
Experimenting with some ore resource entity optimisations Remove all children (except for foliage displacement on client) Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore Removed a SendMessage Automated upgrade process Only applied to ore_stone for testing so far
28 Days Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
29 Days Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
29 Days Ago
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
29 Days Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
29 Days Ago
Remove the mention of floating bottles on the load screen tips
29 Days Ago
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
29 Days Ago
▌▇▊▅▋▆ ▋▅% █▌ ▍▆█ ▊▊▆▊▇▊▊▉█▍▆ ▅▍▆▍ ▉▍ █▊▌▆▅▇▋▊▌█▅▉█▋▋▊▍ ▋▆▋▆▌▊▅▄█▇ ▇▍▌▍ ▋▊█▇ ▇█▆▉'▇ █▍ ▉▅▉▍▄ ▆█ █▍▉ ▊▋▊▊▍▊ (▅.▊▄█▋ ▍▉ ▇.▌▍▇█ ▆▊▆ ▍▆▇ ▇█▊▄█▄▌▉▌█ ▄▌▋ ▋▇ ▋▄▌▆▄) ▆▉▊▅ ▄▄▍▄▆ ▆▇▋ ▉▇▆█▄▅ ▆▍▉▅▄▄▆▄ ▆ ▉▅█▉▇ ▋ ▅▅▌▌█▍ ▇▅▌▆▊▅▇ ▇▇ ▉▌▋▍▊ ▇▉▄█▉ ▌▄▋▇ ▌▋▊ ▍▍█▆▇▊ ▉▅▌'▌ ▊▍ █▍▌▊▌ ▄▆▋▉ ▋█▊▅█▆▊ ▍▉▋▄ █▍▅ ▇▌▅▅▆ ▆▌▋▉▌ ▅▄▊ ▍▇▍▇▉▄ ▄▆▉▋ ▅▍▇▍ ▅▆▄▊ ██▋█▌▊▌ ▄▉▋▍▍ ▌▍█▊▊▉ ▊███ ▍▍▌▄▄ ▅▌▆▊█
29 Days Ago
▇▄▍▌▆▇ ▇▊▆ █▅█▌▄ ▍▊▅▋ ▉▆▇▅▋▍ ▄▆▇▇▆▅ ▅▇█▅▋▇▍ ▍▊▍▇▆▌▉▆ ▋▊▋▅▉▅ █▍ ▍▌▅ ▆▄▌▄▍▍█▅ ▇▌▄▊ ▇▊ ▊ ▅▄▊▌▅▇ (▆▊▆▊▊▅.▊▄▊██▇▉▅▍▅▊▍█▌▋▆█▋▄▇▉▌▍▇, ▆▄▋▌▄▇▊ ▇▆▋)
29 Days Ago
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29 Days Ago
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30 Days Ago
Disable underwater blur when using underwater_cinematic convar
30 Days Ago
Added prop opffset support when holding a left hand dominant entity
30 Days Ago
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows) Added option to only apply hand aiming while in ADS
30 Days Ago
Rebuild manifest, includes missing cliff rocks
30 Days Ago
Remove old spineIkAimOffset system, superseded by new components
30 Days Ago
Fixed left hand IK not getting applied when switching between weapons
30 Days Ago
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
30 Days Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
30 Days Ago
Unsaved changes
30 Days Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene
30 Days Ago
Removed some leftover logs
30 Days Ago
Fixed some incorrect rig behaviour when entering and exiting edit mode
30 Days Ago
Remove dedicated right hand aim component (now builtin to AimPose component) Expose right hand aim offset per weapon