userJarryd Campicancel

13,523 Commits over 2,922 Days - 0.19cph!

3 Years Ago
Merge from halloween2022/mine_tnl_pooling
3 Years Ago
Fix deployed boom boxes throwing errors during demo playback
3 Years Ago
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3 Years Ago
Renames for clarity Fixed arm meshes not being marked as update when offscreen
3 Years Ago
VM improvements
3 Years Ago
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3 Years Ago
Compile fix
3 Years Ago
Add global.hideinteracttextwhileads, makes the interaction text (eg. "Open Door") mostly transparent and moves it down the screen to keep it out of the way of the crosshair while in ADS
3 Years Ago
Remove editor only framerate cap debugging
3 Years Ago
Rework how we store the framerate cap to fix some issues with the menu cap
3 Years Ago
Fixed missing legs on small oil
3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
Unsaved
3 Years Ago
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3 Years Ago
Added Turn On and Turn Off inputs to the strobe light and fog machine (toggle inputs are unchanged)
3 Years Ago
Fix emission colour Add another LOD to the world model
3 Years Ago
MaterialParameterToggle can toggle emission as well Fixed shader keywords not getting updated
3 Years Ago
Pipes are constructed in local space, still has rotation issues
3 Years Ago
More pipe improvements
3 Years Ago
IO entities now have a handle direciton as well as position for better pipe positioning
3 Years Ago
Loot panels merge
3 Years Ago
Merge from main
3 Years Ago
Fixed incorrect viewmodel shadows
3 Years Ago
Add FPS.limitInMenu convar that limits the game to 60fps when in the menu and not connected to a server
3 Years Ago
World model setup
3 Years Ago
Added a MaterialParameterToggle component that can toggle the detail layer of a material on/off
3 Years Ago
Added some pipe detail
3 Years Ago
Added PipeMesh, renders a curvy pipe mesh given a set of positions
3 Years Ago
Fixed furnace volumetrics appearing incorrectly in furnace icons Added HideDuringRenderer array to PropRenderer component
3 Years Ago
Unsaved
3 Years Ago
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3 Years Ago
Merge from static_group
3 Years Ago
Code review: properly fix SetVisible not working on MeshCull components. Added a force optional paramter to SetVisible. MeshCull components were remembering their state when they were disabled, when entering the HLOD bounds LODComponents are told to become visible and then adjust based on LOD however MeshCull components would ignore this as their saved state wouldn't have changed. Once in this state the MeshCUll component would think it was disabled, but it's mesh was actually visible. This likely wouldn't have been problematic if the player came into range via a CullingVolume as the player would be closer to the renderer as opposed to hundreds of metres away in the case of a HLOD component, however I've applied the same fix in that case.
3 Years Ago
Code review: use enabled state instead of ToggleEnabled method
3 Years Ago
Merge from main
3 Years Ago
LOD handling for pipes
3 Years Ago
Added support for conveyors to specify a maximum amount to move per tick, so large stacks of items will get moved gradually Set to 128 for now, will need revisiting
3 Years Ago
Add some basic analytics for halloween event
3 Years Ago
Fixed default inventory editor loadout not working
3 Years Ago
Skinnable setup
3 Years Ago
Fixed combiner not deploying Conveyors will now skip containers that have no valid items, allowing combiners to work as expected
3 Years Ago
Very basic first pass on more interesting pipe rendering, just using a cube at the line points and using a proper cyulinder instead of a line renderer
3 Years Ago
Added some temporary icons for industrial entities
3 Years Ago
Added an events volume audio slider, affects audio from HalloweenHunt, EggHunt and XmasRefill
3 Years Ago
Don't show IO information in inventory for strobe light and fog machine
3 Years Ago
Added a toggle electrical input to the fog machine
3 Years Ago
Added a toggle electrical input for strobe lights
3 Years Ago
Prevent new idles from playing while the layer weight is 0
3 Years Ago
Rework idle controller, move idle fidgets to a new layer that gets lerped in/out while the idle state is active Bypasses some awkward transitions