userJarryd Campicancel

14,836 Commits over 2,649 Days - 0.23cph!

Today
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Today
Fix pie menu not updating the name or description labels at all if the new option has a null/empty name or description Can be seen on the gesture menu, starts with placeholder text and then will switch the surrender description and never switch away
Today
Increased bread/brioche dung boost time from 2/2 minutes to 6/10 (they were already much less effective on the new dung timescales) Modified animal eating behaviour - they will now prioritise the trough if there is food in there that gives them a boost
Today
Reduce minimum stack size of wool for vendor to 25 Reduce maximum size of wool for vendor to 400 400 wool will now get the top rewards
Today
Trainyard scene is now playable in editor Fixed unloadable traincars not applying the softcore loot multiplier Also doubles the items found in the lootable train car (bonus - we could now apply this loot scaling to any loot container in the game?) Added a static ScaleGatherAmount method to BaseGameMode to reduce a bunch of copy pasted clamping logic everywhere
Today
Added a countdown timer to the pump at dome if the oil rig countdown is active
Today
Remove market place power tests
Today
Always spawn purchased animals in front of the vendor, not behind the player
Today
Better approach - load the mainland texture assets into a bundle and the deep sea assets into a bundle, then dynamically load/unload them when we need to swich (usually behind a loading screen anyway) Verified can switch between deep sea and mainland in a build and memory profiler shows only one Texture2DArray loaded at any one time, saves 139mb Had to make actual asset changes for this
Yesterday
Foliage and namespace fix
Yesterday
Merge from livestock_animals
Yesterday
Show genetics on cow panel as well
Yesterday
Don't show the lead option if an animal isn't tamed
Yesterday
Add a tame flag to livestock Don't show milk option if animal is not tamed
Yesterday
Merge from livestock_animals
Yesterday
Merge from vendor_changes
Yesterday
Doubled ammo amounts Added ladder hatch, rifle bodies and smg bodies
Yesterday
Adjusted overcrowded thresholds - crowded (4 -> 5) and severe packing (6 -> 9) Reduced packing radius from 3m -> 2.5m
Yesterday
Rework vendor sale logic Now takes the normalised value we used to use and uses that as a currency to spend Now randomly moves through the list of items, does a dice roll and attempts to spend the currency to unlock that offer So if we have 0.5 worth of wool and a listing of 400 frags passes and that listing is worth 0.5, we now take a random amount (say 0.25 = 200 frags) We then have 0.25 left to spend on another listing Falls back to a flat scrap listing to fill out the offer Reworked item lists - added pistol ammo, rifle ammo, top tier doors Added rare red keycard to livestock sale list Added a penalty (-0.2) to animals that were found in the wild or purchased when calculating sale offers, animals that were born via breeding will be full value
Yesterday
Merge from main
Yesterday
Experimenting with a way to unload/reload terrain configs at runtime so we don't need to have main land + deep sea in all quality levels loaded at the same time Would save 150mb of memory if we can pull it off
2 Days Ago
Merge from livestock_animals
2 Days Ago
Doubled population of cows and sheep in the wild per square km (1 -> 2)
2 Days Ago
Lower GrazeDayShare from 0.4 -> 0.3 on cows and sheep, meaning they will spend less of the day eating and require less food
2 Days Ago
Cows and sheep get double fullness when eating from a trough
2 Days Ago
Fixed reference to animals when selling wool
2 Days Ago
Fixed some failing tests, all were testing regressions not actual regressions
3 Days Ago
NPCAnimController perf improvements Throttle the animator param calculations if the animal has been culled, max once every 0.25 Check the livestock have changed flags before setting the animator params Disable the F Look component when an animal is culled or if the animal is > 30m away Don't do the snap to ground raycast if we are culled In a scene with 40 cows, this reduces FLook and NPCAnimController total of 0.6ms to 0.1ms when occluded, 0.3ms when at a distance
3 Days Ago
Merge from livestock_animals
3 Days Ago
Vendor typo fix
3 Days Ago
Merge from livestock_animals
3 Days Ago
Merge from livestock_hotfixes
3 Days Ago
Added item ownership for items purchased from livestock vendor
3 Days Ago
Fixed wrong text displayed if player drops wool mid conversation
3 Days Ago
Send the livestock to sell via an RPC rather than relying on client side triggers to match up with server side triggers
3 Days Ago
Merge from livestock_animals (new icons)
3 Days Ago
Tea icons
3 Days Ago
Pie icons
4 Days Ago
Merge from livestock_animals
4 Days Ago
Filter items offered by livestock vendor by game mode so we don't give guns in primitive
4 Days Ago
Livestock sale updates: Fixed turret being offered for low quality, meant to be on the high end Added options for high end sales: 2-4 basic bp frags Thompson, custom smg, python, hc revolver Updated wool sales chart, is now about 75% of livestock sales with no guns
4 Days Ago
Fixed NPCAnimController allocation per frame when an animal is playing an animation with look at disabled
4 Days Ago
Brioche icon
4 Days Ago
Merge from livestock_animals
4 Days Ago
Timing fix, don't re-up the negotiation timer if the stack has changed
4 Days Ago
Merge from livestock_animals
4 Days Ago
Livestock vendor will now pause the auction process if the wool stack size changes mid offer, you need to make your inventory match the original size for the sale to continue (otherwise it will time out) Hooked up the icon on the conversation vendor page
4 Days Ago
Reapply modified armoured hatch bounds (affects square and triangle versions)
6 Days Ago
Merge from livestock_animals
6 Days Ago
Rich beef pie now gives +25% hunger, hydration, etc - matches rich pie standard Rounded up the values on all rich pies to the closest whole number, we shouldn't show decimal points for things like this