userJarryd Campicancel

13,025 Commits over 2,376 Days - 0.23cph!

Today
Codegen so domain reload works
Today
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
Today
Merge from naval_update
Today
Switch back to the mainland view on the map screen if it closes while open
Today
Fixed ghost ship map markers rotation and scale
Today
Death screen now switches back to the mainland if the deep sea closes for any reason
Today
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
Today
Merge from main
Yesterday
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Yesterday
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Yesterday
Merge from kinematic_asleep_magnet
Yesterday
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
Yesterday
Merge from dropped_item_optim
Yesterday
Rename queue budget
Yesterday
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
Yesterday
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Yesterday
Merge from naval_update
Yesterday
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
Yesterday
Don't allow deployable corpses on boat hulls while in edit mode
Yesterday
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
Yesterday
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Yesterday
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3 Days Ago
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly Fixes tree billboards in deep sea not rendering properly after a save/load
3 Days Ago
Merge from main
3 Days Ago
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3 Days Ago
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3 Days Ago
Merge from main (conflict on PlayerModel.cs, auto resolved)
6 Days Ago
Fixed being able to deploy objects on the top of the small ramp
7 Days Ago
Merge from naval_update
7 Days Ago
More accurate shootable collision on small ramp
7 Days Ago
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7 Days Ago
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7 Days Ago
Merge from naval_update
7 Days Ago
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7 Days Ago
Merge from main
7 Days Ago
Merge from sprinkler_vis_refactor
7 Days Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
8 Days Ago
Merge from main
8 Days Ago
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks Tests now pass
8 Days Ago
Merge from parent
8 Days Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
9 Days Ago
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
9 Days Ago
Possible refactor of how we handle finding Splashable entities for the sprinkler Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats) Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
9 Days Ago
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
10 Days Ago
Map marker edit UI now appears above fog of war
10 Days Ago
Merge from naval_update
10 Days Ago
Merge from main
10 Days Ago
Inventory null check in Mailbox
10 Days Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
10 Days Ago
Only calculate position and scale once in ImpostorBatching