userJarryd Campicancel

13,608 Commits over 2,466 Days - 0.23cph!

Today
Fix player aim getting set incorrectly after switching from a seat with aim support to a seat with no aim support Uses an old hack we did for the snowmobile, apply it across the board now and also trigger it if the mountables animateVehicleAim360 state is changing
Today
Merge from island_water_volumes
Today
Merge from combat_knife_rotation_fix_2
Today
Merge from balloon_clump_lod_distances
Today
Merge from recycler_ammo_fix
Today
Merge from floor_frame_grill_fix
Today
Merge from ladder_hatch_sfx_range
Today
Merge from xor_typo_fix
Today
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
Today
Merge from main
Today
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
Yesterday
Merge from new_achievements_apr26
Yesterday
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
Yesterday
Merge from command_alloc
Yesterday
Renames Add a skinnable for half shelves and single shelves
Yesterday
Created new hidden/uncraftable base storage horizontal and vertical storage barrels Added skins for original storage barrels, abyss, warhammer and jungle versions Can now use the spray can or repair bench to reskin between these versions Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin No changes to crafting menu, these barrels still appear as separate items there
Yesterday
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
Yesterday
Fix NRE when renaming a demo shot to a name that already exists
Yesterday
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
Yesterday
Remove log when loading player inventories for the first time
Yesterday
Merge from main
Yesterday
Merge from main
2 Days Ago
Route VM inventory to admin panel Remove intial vending orders Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
3 Days Ago
Disable VM broadcast option Route vm admin to a control panel
3 Days Ago
Can now paint the sign while interacting with the rentable shop
3 Days Ago
Merge from main
3 Days Ago
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
3 Days Ago
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
3 Days Ago
Merge from main
3 Days Ago
Merge from ugc_screen_blur_fix
3 Days Ago
Fix missing terrain and foliage in report screenshots
3 Days Ago
Merge from vine_descend_fix
4 Days Ago
Fixed automatically generated report offensive content screenshot appearing blurry
4 Days Ago
Fixed kapok branch colliders on wrong branch, preventing vine descending
4 Days Ago
Ladder hatch open/close sounds now use small sounds template (was medium)
4 Days Ago
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)
4 Days Ago
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
4 Days Ago
Fix pipe merging conflicting materials
4 Days Ago
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
4 Days Ago
Merge from main, no conflicts
8 Days Ago
Pooling support
9 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
9 Days Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
9 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
9 Days Ago
First pass on admin vending machine support
9 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
10 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
10 Days Ago
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
10 Days Ago
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10 Days Ago
Beancan override fixes