userJarryd Campicancel

14,974 Commits over 2,649 Days - 0.24cph!

2 Months Ago
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart They all fail right now Remove server.useLegacySprinklerLoadProcess, should no longer be needed
2 Months Ago
Updated the particle effects of the spray can to broadly match the texture being sprayed Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
2 Months Ago
Merge from vm_hand_spawn
2 Months Ago
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
2 Months Ago
Merge from vm_hand_spawn Only active on building_planner for testing, other vm's are unchanged
2 Months Ago
Merge from main
2 Months Ago
New tool Tools > Find > Unreferenced Assets Scans the project for assets that are not referenced by anything, tracing chains so that eg. a texture referenced by a material that is not used anywhere will be counted as unused Can't catch everything - assets loaded by string path in scripts won't be caught by this tool, so use with care
2 Months Ago
Merge from hide_services
2 Months Ago
Remove the Services window in the menu bar Add an option in the editor prefs to re-enable it if we need it
2 Months Ago
Sleep state fix
2 Months Ago
Merge pipes into a single mesh based on distance and matching material
2 Months Ago
Unsaved, spawn grid command
2 Months Ago
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
2 Months Ago
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
2 Months Ago
Fixed NVG scientist heads not appearing on trophies
2 Months Ago
Better fix, use a TerrainPlacementBlocked component
2 Months Ago
Subtract 160438, would have had unintended side effects
2 Months Ago
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there
2 Months Ago
Sleep fixes
2 Months Ago
Updated to use the correct arms only viewmodel
2 Months Ago
Stats boilerplate, save load Sleeping behaviour
2 Months Ago
Merge from main
2 Months Ago
Add checkbox to spawn a hand model at runtime on BaseViewModel Should allows us to delete the hand mesh from each viewmodel which is just a duplicated mesh, save some memory The hand mesh itself is pooled, didn't seem to make a huge performance difference Deleted hand model from building planner viewmodel as a test case
3 Months Ago
Fixed loot satellite clan event
3 Months Ago
Hooked up gas pumping sounds
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
S2P airfield
3 Months Ago
Subtract 159563 (will need to s2p to be safe)
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Satellite launch computer now requires stage 4 power
3 Months Ago
Whoops, that should be stage 3 Also applied to small oil rig
3 Months Ago
Oil rig now requires stage 2 power plant level (50%)
3 Months Ago
Remove satellite event chat log
3 Months Ago
Unsaved
3 Months Ago
Fixed power icon on satellite computer
3 Months Ago
Added clan events: Turned on oil rig switch Turned on water treatment plant (awarded when the gear is consumed) Inserting a heavy fuse in power plant Launching a satellite Looting a satellite crate Scores wip
3 Months Ago
Removed strings in entity names of airdrop rate terminal and chinook call terminal This will break saves, better to do it before force wipe Demo compatibility layer should ensure demo compatibility
3 Months Ago
Doubled cull distance of airfield terminals
3 Months Ago
Merge from water_treatment_plant_maintainables
3 Months Ago
Merge from main
3 Months Ago
Expose where to implement an analytics event for fuse inserting
3 Months Ago
Fixed fuel tanks missing from HLOD at dome S2P SceneToPrefabTag inspector will now only show the SpecificLOD field if UseSpecificLOD mode is enabled
3 Months Ago
Merge from boombox_volume_interact
3 Months Ago
Icons
3 Months Ago
Added a raise/lower volume interact prompt to deployed boomboxes Moves in 20% increments, can't go lower than 20% volume, starts at 100%
3 Months Ago
Unsaved wip from yesterday
3 Months Ago
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
3 Months Ago
Remove an unused 2mb texture from the chicken coop UI
3 Months Ago
Boilerplate for animal breeding, triggered via console commands for now
3 Months Ago
Better transition if animal starts moving while grazing is ending