userJarryd Campicancel

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

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
Conveyors will now turn back on after receiving power if they were on when they lost power
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
2 Years Ago
Refactors Added dances to animation selections Applied a grid texture to the mannequin
2 Years Ago
Added a swap option, can now swap your current clothing with a mannequin (refactored part of the locker swap process and made it static so we can reuse it as it seems pretty battletested) Increased the size of the joint gizmos so they're not entirely clipped by the mannequin when wearing bulky clothing Can now modify the neck and head bones
2 Years Ago
Added the ability to open an animation window while editing mannequins, allows player to pick from a list of animations and scrub through them to set a pose Bones can still be manually manipulated after selecting an animation, so the animations can be used as a starting point for further refinement
2 Years Ago
Proper saving/loading
2 Years Ago
WIP saving/loading
2 Years Ago
Proper rotation handles when moving joints
2 Years Ago
Starting pass on gizmos for adjusting the pose of the mannequin, feels pretty bad right now but the fundamentals are there
2 Years Ago
Mannequin inventory behaviour now matches player clothing behaviour (can't equip a hazmat suit and other clothing)
2 Years Ago
Make the female version a prefab variant, better model placement
2 Years Ago
Added a female version (separate prefab/deployable)
2 Years Ago
Made mannequin specific head/torso/feet/etc prefabs (identical to defaults for now) Added a Mannequin skin set config to allow for new materials
2 Years Ago
Testing out a player deployed clothing mannequin Currently works as a 7 slot inventory that player can deposit clothing into, spawns a default player model and displays the clothing Also supports showing skins on items
2 Years Ago
Fixed some issues with the skin picker UI
2 Years Ago
Import first batch of emoji Delete placeholder content
2 Years Ago
HLOD generation will now disable r/w on meshes as part of the build
2 Years Ago
Fixed green pipe option not appearing in radial menu (whoops)
2 Years Ago
Marked all monument HLOD meshes as non read/write, should save some memory (some of these meshes are quite chunky) Added a new tool to mark a generated mesh as non read/write, as this isn't exposed in the inspector but is in the metadata (?)
2 Years Ago
Reduced the distance limit between industrial pipe anchors (was 0.3, now 0.05) Adjusted the pipe mesh generation to dynamically adjust the curves to better accomodate tight line points This does allow some scenarios where pipe generation looks rough but the usability tradeoff is worth it
2 Years Ago
Added UI to expose new filter options
2 Years Ago
Merge from industrial