userJarryd Campicancel

12,108 Commits over 2,527 Days - 0.20cph!

17 Minutes Ago
Update bounds of apartment complex monument to match visual bounds (was at default?) Fixes some stray auto turrets being left behind in hardcore
34 Minutes Ago
Fixed not being able to enter a room as a team member
1 Hour Ago
Possibly fixed shopkeeper in rentable shop sometimes facing the wrong way
4 Hours Ago
Added a shop number field to rentable shops, may hook it up to a visible number at some point
4 Hours Ago
Items stored in a rentable shop due to the store being closed/taken over will now be deleted after 24 hours (realtime) See RentableShop.MaxStoredItemsDurationMinutes convar, as well as AdditionalCheckTimeHoursDebug for debugging/testing Any save files loaded after this changeset will clear any pre-existing stored items after 24 hours from the point of load (since we weren't saving the timestamp) If a player has their items stored multiple times in a 24 hour window the original deadline will apply, it cannot be extended
5 Hours Ago
Merge from apartment_complex_monument
5 Hours Ago
Fixed small apartment eject position not hooked up S2P
5 Hours Ago
Fixed not being able to break into shops due to interact duration mismatch Break in time for shops now also uses ApartmentCommands.breakinseconds convar instead of being hardcoded to 10s
2 Days Ago
Merge from apartment_complex_monument
2 Days Ago
2 Days Ago
Fixed missing eject position on medium apartment
2 Days Ago
Remove turrets from all monuments marked as a Town (not just safe zone) in hardcore mode Fixes turrets persisting in hardcore apartments as it's not marked as a safe zone
2 Days Ago
Clear hostile time when spawning inside the apartment (so you don't get killed immediately as you leave the room if you died in combat)
2 Days Ago
Can break in to a room even if the door is open (to remove the invisible blocker)
2 Days Ago
Fixed invisible colilder not updating if the player was already in the trigger volume when breaking in (which was always)
2 Days Ago
Fixed invis door team check passing if the player is in any team (was caught on the server anyway, but this is still a nicer fix)
2 Days Ago
Merge from apartment_complex_monument
2 Days Ago
Whoops, forgot to S2P
2 Days Ago
Merge from apartment_complex_monument
2 Days Ago
Mostly fixed invisible door logic, now gets fully disbaled when a break in occurs Requires player to step back and then forwards to re-enter trigger bounds, will fix later today
2 Days Ago
Can no longer reassign beds in apartments
2 Days Ago
Fixed not being able to use the painted sign in the penthouse
2 Days Ago
ApartmentDoor.Load NRE fix
3 Days Ago
Subtract 156029, too many shadow issues
3 Days Ago
Merge from apartment_complex_monument
3 Days Ago
3 Days Ago
Added a tool to find all shadow proxies that have a cull distance greater than the cull distance of their parent, fixed some cases (Tools/Find/Shadow Proxies Culling Too Early) Converted the bus to a RendererLOD setup
3 Days Ago
Much more aggressive LOD transitions on rentable shops
3 Days Ago
Include the lighting prefabs in the furniture list that gets disabled when an apartment is occluded, fixes the lighting prefabs always rendering
3 Days Ago
Caught a light with a missing LOD component
3 Days Ago
Merge from apartment_complex_monument
3 Days Ago
3 Days Ago
Fixed button inside security room not opening door
3 Days Ago
Fixed disabling domain reloads breaking renting rooms due to static telephone manager fields
3 Days 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 Days Ago
More LOD fixups Should be no more loose components
3 Days Ago
Converted some static structures to RendererLods/MeshLods Rentable shop signs, window_penthouse_flat_opaque, Caboose_ground_junk_straight_b/c
3 Days Ago
Merge from main
3 Days 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
3 Days Ago
3 Days Ago
Merge from main
4 Days Ago
Merge from apartment_complex_monument
4 Days Ago
Fixed rentable shop vending machines still being drone accessible despite UI saying otherwise
4 Days Ago
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
4 Days Ago
Merge from projector_disable
4 Days Ago
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)
4 Days Ago
Merge from softcore_updates_july_26
4 Days Ago
Don't apply softcore gather rates to diesel pickups