userJarryd Campicancel

12,549 Commits over 2,557 Days - 0.20cph!

2 Months Ago
Merge from main
2 Months Ago
Client compile fix
2 Months Ago
Merge from PlayerRigUpdate
2 Months Ago
Update player controller from main
2 Months Ago
asmdef update
2 Months Ago
Merge from PlayerRigUpdate
2 Months Ago
Meta changes
2 Months Ago
Merge from PlayerRigUpdate
2 Months Ago
Merge from PlayerRigUpdate/2022_merge
2 Months Ago
Merge from main
2 Months Ago
Compile fixes
2 Months Ago
Cleanup Added graphics.collapseRendererLOD to control new behaviour, defaults to true and game must be restarted after toggling for new setting to take effect
2 Months Ago
One more layout change Updated the scientist/animal icons in the extended life stats now that we have better icons
2 Months Ago
Layout, hide stats button
2 Months Ago
Added warning to death screen
2 Months Ago
Merge from main
2 Months Ago
Merge from main (lots of branches with map changes, trying to keep conflicts to a minimum)
2 Months Ago
Proper reference to global network group
2 Months Ago
Possible fix for minicopter seat getting removed from the client after flying through the parenting volume on the harbor swing bridge Don't let the client move an entity into it's parent group if it is set to global broadcast (group id = 0) as that won't match with the group that it is in on the server
2 Months Ago
Merge from hide_health_aim
2 Months Ago
Possible build fix
2 Months Ago
Don't allow the quick move conveyor path to operate on items with instance data, fixes plant genetics getting lost during conveyor process
2 Months Ago
Merge from main
2 Months Ago
Possible fix for team member UI displaying incorrect values when spectating
2 Months Ago
Reapplying changes from map_perf_improvements, the merge for that branch was too messy so I'll just reapply the changes with the new vending machine UI in mind The test scene for these changes is 4 clusters of 100 vending machines each, baseline takes 109ms with 3.1mb of GC to populate the map Don't spawn the child vending machine icons for the cluster icons, they're not used anymore so this saves a huge amount of instantiations (saves 2.5mb of allocations and 91ms) Convert the material params in MapView update into cached ints (saves 0.06ms every frame while map is open) Add a Poolable component to the ShopMarker and Shop marker cluster Fix the client side vending machine data not getting returned to the pool when a marker is populated Converted the drone marketplace map view to spawn the child vending machine markers on demand rather than when the map is opened and closed Final result: 6.56ms and 35.2kb of GC
2 Months Ago
Merge from main (right branch this time, lots of conflicts)
2 Months Ago
Merge from main
2 Months Ago
Cleanup on disconnect
2 Months Ago
Make the paths a little more transparent
2 Months Ago
Nexus ferry path stub, wont implement for this update
2 Months Ago
Refactor to support including more ocean paths Added support for showing harbor approaches
3 Months Ago
Unsaved work, change the bundle manifest to a straight list of bundle names as the new build process doesn't produce manifests
3 Months Ago
Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
3 Months Ago
Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
3 Months Ago
Tests for a standalone LOD baker using the UnwrapBaker system
3 Months Ago
Support MaterialSetup component
3 Months Ago
Unsaved
3 Months Ago
Grounded layer hookup
3 Months Ago
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab) Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
3 Months Ago
Fixed collapse not working with skinned objects, not casting shadows
3 Months Ago
Various fixes, move to PrefabPreProcess so it gets run once per prefab
3 Months Ago
Added egress state to debug_cargo_state debug_cargo_status and debug_info no longer need to be called from in-game
3 Months Ago
Two cargo ship movement fixes: -Fix the cargo ship no longer being able to egress if it was saved/loaded while egressing (it's possible this has never worked). It would just keep sailing away forever (and start venturing into NaN positions). -Fix a case where the cargo ship would not be able to rotate to face it's desired waypoint if it spawned facing perfectly away from the waypoint. The cargo ship rotation logic would not work if the ship was facing the completely opposite direction, it now receives a bit of a nudge if this ever happens to ensure it can start to rotate. This would have likely caused newly created cargo ships to rarely get stuck at their spawn point.
3 Months Ago
Another compile fix
3 Months Ago
Server compile fix
3 Months Ago
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely. Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow. Some initial results: Launch site goes from 30,409 transforms to 21,131 Outpost goes from 11,850 -> 9,633 Harbor_1 goes from 17,233 -> 13,125 That's a total saving of over 15k transforms, renderers, filters just from three monuments!
3 Months Ago
Fixed manifest not being included, still not loading
3 Months Ago
Full manifest rebuild
3 Months Ago
New attempt - load all preprocessed prefabs into a dedicated client/server scene and include that in the build Created new FileSystem backend that is mostly working, builds are done via Builds/PreProcess/ menu
3 Months Ago
More build cleanup, not much progress