userJarryd Campicancel

12,514 Commits over 2,588 Days - 0.20cph!

2 Hours Ago
Merge from hands_preview_workflow (includes changes from main)
2 Hours Ago
Add back filename check
2 Hours Ago
Cleaned up some edge cases Added a toggle to the animation inspector itself and added a text readout of what meshes were detected and loaded
4 Hours Ago
Proof of concept of an automated editor utility that inserts the viewmodel hands mesh into the animation inspector preview window if no hands mesh is present Allows us to still use the animation preview window once the hand mesh has been removed from the rig file Uses some naming semantics to try and resolve what the actual mesh that should be displayed should be, this is probably where we'll feel some pain for this system If the animation file ends in _anim it will check for a file ending in _rig, then fall back to looking for a file without the _anim suffix So v_bow_anims.fbx will look for v_bow_rig.fbx, failing that it will look for v_bow.fbx The preview window will then load that fbx and the hands model if needed, combine them and feed it into the preview window
5 Hours Ago
Added new ViewmodelClothingRandomiser component Allows us to mirror the randomisation applied to a Wearable to it's viewmodel in case that randomisation affects the arms Component has a groups array like the Random section of the Wearable, when used the group count needs to match (as we'll just copy over which "group" was activated)
Today
Merge from heavy_helmet_audio
Today
In game player voices are now also muffled by heavy plate helmet Increased volume reduction (was 2400, now 1800)
Today
Merge from main
Today
Merge from glass_ar
Today
Add new HideLods and ShowLods animation events, same as Show/Hide but will iterate over lods 0-4 of the object provided eg. Called with w_ar_glass_mag_full_LOD0, this will also show/hide LOD0,1,2,3 if they exist All showing/hiding events now uses a lazily loaded cached renderer list so we pay slightly more the first time an animation event is fired but subsequent calls are faster and allocation free (was allocating 40b each animation event) Updated glass ak reload to use new events
Today
Merge from deepsea_terrain_everywhere
Today
Swap the ocean colour as well
3 Days Ago
Merge from main
3 Days Ago
Merge from statesync_event_fix
3 Days Ago
Proper fix for events double firing when using the StateSync component When scrubbing an animation from normalized time 1 -> 0 Unity plays all events in reverse order :( We now suppress animatione vents for a frame any time we scrub the state backwards Removed the previous fix for this issue in DoEffect as now we've solved the root cause of the issue
3 Days Ago
Manifest
3 Days Ago
Codegen, compile fixes
3 Days Ago
Merge from main (will need codegen)
3 Days Ago
If a code lock has 2 or less authed users skip that lock when calculating the door tax Configurable by decay.upkeep_lock_min_users convar Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
3 Days Ago
Merge from main
4 Days Ago
Merge from hlod_improvements_aug_26
4 Days Ago
More than doubled the speed of the MeshTrimmer stage of HLOD generation Only readback the texture once, not per ray Neighbouring tris now start with the successful ray of the previous triangle as that's likely to be valid Do the dot product check before the ray, halves the number of rays Removed a bunch of allocations (it's editor code, but still useful) Full S2p with HLODs: Launch Site 9:33 -> 2:18 Water Treatment -> 2:23 -> 0:51 S2P Launch site
4 Days Ago
Fixed previous HLODBounds BiomeVIsual changes accidentally including LOD components in a HLOD mesh that were outside of the range of the bounds Only really an issue at launch site as it's the only monument where we run 2 HLODs, all other monuments use 1
4 Days Ago
Merge from main
4 Days Ago
Added decay to monument blockers Has an initial grace period where no decay will occur (DecayGracePeriodMinutes on prefab, default 12 hours), after that will apply DecayPerMinuteTick (1) damage per minute Added debug.addmonumentblockergrace to process artificial time to the grace period for testing and debug.printmonumentblocker to print the current blocker results Time is saved through server restarts and scaled by timescale but will not take into account time spent offline Also fixed a sneaky bug that restored blocker health to full on every server restart
4 Days Ago
Merge from main
4 Days Ago
Merge from deepsea_terrain_everywhere
4 Days Ago
Fix foliage not loading when DeepSea.terrain_everywhere is enabled
4 Days Ago
Merge from main
5 Days Ago
Merge from marketplace_power
5 Days Ago
Flag fix, tests now pass
5 Days Ago
AI select/move commands now work on multiple animals Added ai.selectinrange convar Added ai.deselectnpc convar When ordering multiple NPC's to a location they all receive an offset so they don't all pathfind to the exact same spot
5 Days Ago
Merge from npc_vending_optim
5 Days Ago
Remove gibbable component from all NPCVendingMachines, also optimised some renderers into MeshLOD
5 Days Ago
Merge from rendererlod_collapse_improvements
5 Days Ago
Revert ziggurat pipe LOD change, S2P
5 Days Ago
Merge from main
5 Days Ago
Merge from vm_hand_spawn
5 Days Ago
Merge from PlayerRigUpdate2
5 Days Ago
Fixed WireTool not overriding 3p_stance-idle_relax_running
5 Days Ago
Merge from main
5 Days Ago
Merge from AugustQuickfire_Buffs1
5 Days Ago
Merge from AugustQuickfire_2Pie2Furious
5 Days Ago
Merge from car_wheel_fix
5 Days Ago
Merge from white_firework_boomer
5 Days Ago
Merge from new_navmesh_fixes (discarded testlist changes, will regenerate once merges are done)
5 Days Ago
Merge from reduce_nade_stack_size
5 Days Ago
Merge from homing_launcher_tweaks
5 Days Ago
Merge from semi_pistol_tweaks
5 Days Ago
Merge from launchsite_walkway