userJarryd Campicancel

14,507 Commits over 2,831 Days - 0.21cph!

2 Years Ago
Add an industrial stress test server save
2 Years Ago
Added an extra slot for a storage adaptor on the front of the small wood box
2 Years Ago
Added a display in the conveyor filter window to show what buffer transfers are currently in process
2 Years Ago
Fixed some edge cases with filter "And" mode and buffer transfers (eg. a buffer/AND filter for 1 metal frag and 1k stone will wait until all of the stone is transferred before starting a new transfer and sending another frag)
2 Years Ago
Need to be standing to modify industrial filters
2 Years Ago
Fixed furnace power points not appearing reliably after a storage adaptor is attached Added another storage adaptor socket to the front of the electric furnace
2 Years Ago
Unsaved
2 Years Ago
Remove the non-jobs path for pipe generation
2 Years Ago
Merge from industrial/cache
2 Years Ago
Cleanup
2 Years Ago
Industrial budget is now an exposed convar (server.industrialFrameBudgetMs), was 0.25ms now defaults to 0.5ms Conveyors can now abort jobs halfway through if they go for too long, meaning dense industrial networks may move less items if too many containers are connected
2 Years Ago
Cache the storage adaptor item container reference, in high density industrial networks the EntityRef getter that occurs here can take up half of the total time of the transfer
2 Years Ago
Increased max stack size of a conveyor move to 60 (faster + splits nicer) Reworked container split amounts to work in a branch based system (eg. each splitter will divide the maximum output amount per move by 3, nested splitters will further divide this amount) Daisy chained output containers will now only be sent items if the preceding container in it's chain is full/could not accept item (eg. a conveyor outputting to a large box A which then outputs to another large box B, the B container will not receive items until A is full)
2 Years Ago
Increased maximum amount of containers that can be manipulated by a single conveyor to 64 (64 input + 64 output) Increased maximum depth of container connections to 64 Stress testing, numbers are WIP
2 Years Ago
First pass on a refactor to cache the input/output destinations of an industrial conveyor instead of calculating them every move
2 Years Ago
Reduce the LOD distance on all of the lights on the electric furnace
2 Years Ago
Rework some elements of the IOEntity load process to prevent having to regenerate the IO connections (including the industrial pipes) every time any state on the IO entity changes Prevents all industrial pipes getting regenerated multiple times every time a conveyor is turned on/off
2 Years Ago
Fixed NRE introduced in 79235
2 Years Ago
Enable GPU instancing on electric furnace materials
2 Years Ago
Don't unselect an IO connection if you mouse over an empty slot on another entity (affects electric/water/industrial)
2 Years Ago
Added a counter on the filter screen to show the number of filters and the maximum Fixed item search field leaving results on when the search field is cleared
2 Years Ago
Slightly increased height of space check when ziplines are created, should make them more likely to avoid obstacles like terrain and seek alternate routes (0.5->0.75)
2 Years Ago
Adjust physics sweep radius for zipline obstacle detection to more closely match the player dismount capsule sweep, prevents zipline from travelling into a space it thinks is valid but the player dismount will reject and kill the player Added an extra pre dismount check to the zipline, if it fails move the zipline player back slightly before attempting the dismount
2 Years Ago
Merge from main
2 Years Ago
Merge from watercatcher_perf_improvements
2 Years Ago
Better fix for catcher detecting if inventory of target liquid container is full
2 Years Ago
Fixed water catchers not filling up with water if the attached destination liquid container is full
2 Years Ago
Merge from main
2 Years Ago
Disabled the shaking on the crafter while it's on Added a red flash to the crafter if it's output storage is full
2 Years Ago
Added 3 more blueprint slots to the industrial crafter All 4 bp slots can be accessed via the bp in/out industrial ports Crafter can only make one item at a time, will attempt to make the items in sequence left-right
2 Years Ago
Merge from industrial/inverse
2 Years Ago
Refactored conveyor filter variables: Added a new field called Buffer that acts like the old Minimum system (transfer blocks of X items) Minimum field will now transfer everything over the given value in the input container (eg. a minimum of 10 wood will transfer all wood until there is 10 left and then stop) In a case where the Buffer and Minimum fields are both used, you will need the combination of both values to start a transfer (eg. a minimum of 10 and a buffer of 15 will need 25 before trhe transfer will begin)
2 Years Ago
Turning on "Require All" filter mode now disables the min/max filter fields Bug fixes
2 Years Ago
Merge from industrial
2 Years Ago
Merge from main
2 Years Ago
Integrated every class that derives from LodComponent to use new FastLOD system
2 Years Ago
Initial work on an ECS based LOD system Currently only supports RendererLOD components Adds support for adjusting LOD bounds while aiming down a scope to ensure higher quality visuals when zoomed in
2 Years Ago
Added a ray extension mode
2 Years Ago
Conveyors will now turn back on after receiving power if they were on when they lost power
2 Years Ago
Add frustrum culling Use bounds instead of a single point, will work with scaled bounds Abstract out lod renderer class for easier rust integration
2 Years Ago
WIP hitbox suport
2 Years Ago
Editing is now locked while a player has a held entity (please don't shoot the mannequin) Player no longer collides with mannequin rotation gizmos UI fixes
2 Years Ago
Can now edit all three bones on each finger
2 Years Ago
Can no longer open the mannequin loot while editing is taking place
2 Years Ago
Eliminated the brief snap to incorrect pose when first spawning a mannequin
2 Years Ago
Implement a hash check to limit excessive clothing rebuilds, mannequins will now only regenerate their clothing if the clothing actually changes
2 Years Ago
Item icons Fixed mannequins wearing underwear or enabling censorship cubes if the respective censorship setting was enabled
2 Years Ago
Added a small support rod that appears if both feet on the manequin aren't touching the ground (realism!)
2 Years Ago
Unsaved
2 Years Ago
Default mannequin to T-pose and add a T-Pose option to the animator Mannequin edit will now get cancelled if the player editing gets disabled or leaves range Can no longer rotate the hips