userJarryd Campicancel

13,105 Commits over 2,831 Days - 0.19cph!

2 Years Ago
Attempting to make emoji work inline with an input field, still very broken
2 Years Ago
Remove curve evaluations and tuple usage in pipe generation job to make it burst compatible
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Merge from industrial_merge
2 Years Ago
Merge from industrial
2 Years Ago
Cherry pick 79415 ignoring tracability
2 Years Ago
Merge from zipline_dismount_fix
2 Years Ago
Merge from main
2 Years Ago
Merge from main
2 Years Ago
Blueprint filter fixes
2 Years Ago
Filter fail conveyor output will now activate if no items were able to be moved due to the Max filter option (this behaviour only applies if the conveyor actually has output containers)
2 Years Ago
Potential NRE fix during server load
2 Years Ago
Merge from industrial
2 Years Ago
Compile fixes
2 Years Ago
Filter buffer UI process
2 Years Ago
Filter calc fix
2 Years Ago
▉▉▅▇▊ ▄▌▉█▊ ▆▌▄▆ ▋█ ▍▅▋▆ ▅▊▅▉▇ █▉▍█▅▋█ ▆▇▅ ▇▆▄▅▉ ▇▉ ▇ ▇▆▊▋▇▊▉█ █▅▍█▌ █▉▍▅█ (▌▅▇ ▌▋ ▊▋▄ ▇▆▌▄ ▅▌▉▇ ▌▇▊▋▅▇ ▌▋▇▇▆▌▆ ▍▊ ▅▍▄ ▉█▄██▄, ▄▆▆▇ ▉█▍▄ ▌▉▉▆▆█▆)
2 Years Ago
Add a small delay before opening the doors when arriving at a floor
2 Years Ago
Fixed door not opening if elevator is already at that floor and it's not at the top of the elevator shaft
2 Years Ago
Split out the office elevator prefab into it's own prefab, expose the wait delay on the prefab so it doesn't get applied to every elevator in the game
2 Years Ago
Save/load fixes
2 Years Ago
Proper delays and fixes
2 Years Ago
Elevator test scene (Playground_NuclearElevators) Suppress animation errors for now Initial flow for opening extra set of doors attached to the lift
2 Years Ago
Directional material effect on industrial pipes is now more spaced apart and moves slower
2 Years Ago
Crafter no longer plays looping audio all the time, only while a craft is taking place
2 Years Ago
Merge from crafter_improvements
2 Years Ago
Don't play the disconnecting sfx and UI when holding RMB and looking at an IO socket that you don't have building privilege for (this was rejected on the server anyway)
2 Years Ago
Only abort an industrial conveyor job running long once it fully processes an output, can lead to strange output results otherwise Fix some edge cases with blueprint min/max values Fix splitters not splitting properly
2 Years Ago
Merge from main
2 Years Ago
Merge from contact_server_switch_fix
2 Years Ago
AuthCount convar will now list an auth type with each entity entry AuthCount convar will now list a code lock if the player is authed via the guest code (auth type will list LockGuest in this case)
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