userJarryd Campicancel

12,718 Commits over 2,315 Days - 0.23cph!

1 Hour Ago
Saving/loading
2 Hours Ago
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
3 Hours Ago
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
4 Hours Ago
Forgot to commit changes from yesterday, added a score HUD
Today
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
Today
Show on the item info panel if data can't be redeemed
Today
Add data spawns to all of the loot spawners
Today
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
Yesterday
Fixed players being killed on save/load Update clan data immediately when score changes Allow data to be stacked up to 5
Yesterday
Add small and medium data items Insert a medium data item into a players corpse if killed by someone on the opposite clan
Yesterday
Clan scores
Yesterday
Boilerplate loot item and deposit entity
Yesterday
Fix NRE when in build priv zone
Yesterday
Initialise the game mode after the clan system is started in Bootstrap Switched team system over to clan system
Yesterday
Alow tech trees to declare their own name Fix position of snow jacket
Yesterday
Got building working at Team B monument
Yesterday
WIP auth support for team build zones, not working yet
Yesterday
Each team has their own spawn beach
Yesterday
Create game mode, create two teams on start and auto add new players to the lowest pop team
Yesterday
Yesterday
Paint ocean topology, fix errors
Yesterday
Get scene up and running, replace old static research/repair benches with modern versions
2 Days Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
2 Days Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
2 Days Ago
Also include mesh stripping on Rust.Ai and Content directories
2 Days Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
3 Days Ago
That's all folks
3 Days Ago
Almost done...
3 Days Ago
Even more...
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More...
3 Days Ago
More...
3 Days Ago
Some more...
3 Days Ago
Uploading in multiple parts because plastic can't handle... multiple files
3 Days Ago
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
3 Days Ago
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
3 Days Ago
Merge from main_merge_10_nov
3 Days Ago
Protobuf, code gen, phrases
3 Days Ago
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
3 Days Ago
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot
3 Days Ago
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3 Days Ago
Fix drawpuzzleresets not working with AIZ monuments (thanks Aron)
3 Days Ago
Fallback to using the radiation reset zone as the bounds check for AIZ monuments if it's a rad monument Fixes arctic not resetting as it's reset bounds is way bigger than the monument and the resulting rad volume
3 Days Ago
Merge from main
6 Days Ago
Merge from puzzle_reset_hotfix
6 Days Ago
Another attempt at arctic rad zone issue
6 Days Ago
Fixed InvalidOperationException in radiation damage
6 Days Ago
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6 Days Ago
Fixed unpowered fridges in arctic biome not cooling food
6 Days Ago
Merge from puzzle_reset_hotfix
6 Days Ago
Remove leftover log