userJarryd Campicancel

12,076 Commits over 2,527 Days - 0.20cph!

23 Minutes Ago
Fixed button inside security room not opening door
2 Hours Ago
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
3 Hours Ago
Replace 0 with O on the door label if the door is in the basement Add · to both sides of the door label if the door is in the penthouse
3 Hours Ago
More LOD fixups Should be no more loose components
4 Hours Ago
Converted some static structures to RendererLods/MeshLods Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
4 Hours Ago
Merge from main
4 Hours Ago
Merge from occlusion_culling_toggle_fix/batch_culling_fixes Fixes MeshCull components not properly disabling when culled by occlusion culling Fixed renderers with Rendererbatch components not being included in the culling system, even if they don't meet the batching reqs (submeshes, r/w, vert count, etc) Can be toggled via graphics.useDetailedRendererBatchCullingCheck for a/b testing (on by default) Our benchmarks show an occasional slight decrease in max frame rate but a moderate increase in low frame rates (slighty lower ceiling ceiling, higher floor) Also includes a speculative fix for an index out of range error some players were experiencing
5 Hours Ago
5 Hours Ago
Merge from main
Today
Merge from apartment_complex_monument
Today
Fixed rentable shop vending machines still being drone accessible despite UI saying otherwise
Today
Added master key to produce exchange vendor in bandit town 1000 scrap, affected by demand pricing so starts at 2000 (+100%) Only one available, restocks every 12 IRL hours VERY PLACEHOLDER values
Yesterday
Merge from projector_disable
Yesterday
Removed/disabled almost all instances of Projectors Disabled on all Lighting prefabs, mostly used in underwater labs Disabled on all MotorRowboats and disabled their Update loop Added a GameObjectLOD component to the above ground pool, this is now the only place we use projectors in the game (it was the only place I could see an actual visual difference) S2P large oil rig Deleted AboveGroundPool_DeleteMe prefab entirely (only took me 6 years)
Yesterday
Merge from softcore_updates_july_26
Yesterday
Don't apply softcore gather rates to diesel pickups
Yesterday
Quarry is affected by softcore gather rate
Yesterday
Merge from main
Yesterday
Merge from spray_scale
Yesterday
Added ability to change scale of spray skins, exposed on SteamInventoryItem as SprayScale
Yesterday
Fixed Signage inspector not showing manifest info
Yesterday
Fixed remove all option not working on rentable shops
Yesterday
Merge from apartment_complex_monument
Yesterday
S2P apartments to make sure sign changes get picked up
Yesterday
Removed sockets and deploy volumes from rentable shop signs Manifest
Yesterday
Demo compat manifest!
Yesterday
Delete rentable shop sign item definitions Rename shop signs to remove .worldmodel suffix
Yesterday
Disable shadows on LOD2/3 of the rentable shop signs
Yesterday
Fixed shop D not using sitting NPC Apartments S2P
Yesterday
IsSmall LOD check now takes transform scale into account, fixes shadow proxies made with scaled boxes getting disabled incorrectly
Yesterday
Fixed not being able to delete sell orders
Yesterday
Fixed rent multiplier not getting reset when a player closes the store manually
Yesterday
S2P + HLOD aparmtent complex monument
Yesterday
Added a GameobjectLOD for mailbox numbers
Yesterday
Created a ShadowProxyChecker tool that finds all shadow proxies in the curent scene that have no MeshCull component (Tools > Find > Shadow Proxies Without MeshCull) Fixed all cases in apartment block monu monument (291) Added Renderer batch where simple primitive cubes have been used, shaves another 200 shadow casters off when standing at the entrance
Yesterday
Added GameObjectLOD to the apartment door numbers, they were always rendering Added MeshCulls to doormats, they weren't being picked up by the CullingVolume because they had no LOD component Fixed shipping_container_900_yellow shadow proxy missing a MeshCull Fixed incorrect LOD setup on a lot of glass meshes Fixed a bunch of streetlights with an extra mesh applied that had no LOD component Fixed missing MeshCulls on shadow proxies on every rentable shop SetPass calls 1423 -> 1170, Shadow casters 1754 -> 1514, Batches 2931 -> 2500
2 Days Ago
Possible EmissionToggle NRE fix
2 Days Ago
Added a button on MeshLOD to add a missing MeshRenderer and MeshFilter Fixed poker chip meshes not using LODS at all so were showing all 3 lods at the same time (and not culling ever)
2 Days Ago
Shopkeeper in store D now sits, removed the chair entity from the hierarchy (just needs a model) Also removed chair entity from shop E
2 Days Ago
First pass of updated Rent store dialog
2 Days Ago
Change priority of close store option
3 Days Ago
Fixed VMO errors on server restart
3 Days Ago
Added a close shop option to the rentable shop, immediately closes the shop and transfers all inventory to the player immediately
3 Days Ago
Can now access admin panel from anywhere when looking at a rentable shop if the shop is open (still need to look at the contract sign to open a store)
3 Days Ago
InitialScrapFee 260 -> 100 Required hours of rent upfront 24 -> 12 Default cost to open a store is now 220 (was 500) Fixed some inconsistencies on the open store dialog for hours of rent required
7 Days Ago
Fixed incorrect MeshLOD setup on apartment.stove.prefab S2P apartment complex for good measure
7 Days Ago
Merge from main
7 Days Ago
Merge from PlayerRigUpdate2