userJarryd Campicancel

12,804 Commits over 2,315 Days - 0.23cph!

13 Days Ago
Alow tech trees to declare their own name Fix position of snow jacket
14 Days Ago
Got building working at Team B monument
14 Days Ago
WIP auth support for team build zones, not working yet
14 Days Ago
Each team has their own spawn beach
14 Days Ago
Create game mode, create two teams on start and auto add new players to the lowest pop team
14 Days Ago
14 Days Ago
Paint ocean topology, fix errors
14 Days Ago
Get scene up and running, replace old static research/repair benches with modern versions
14 Days Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
14 Days Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
14 Days Ago
Also include mesh stripping on Rust.Ai and Content directories
14 Days Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
15 Days Ago
That's all folks
15 Days Ago
Almost done...
15 Days Ago
Even more...
15 Days Ago
More...
15 Days Ago
More...
15 Days Ago
Some more...
15 Days Ago
Uploading in multiple parts because plastic can't handle... multiple files
15 Days Ago
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
15 Days Ago
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
15 Days Ago
Merge from main_merge_10_nov
15 Days Ago
Protobuf, code gen, phrases
15 Days Ago
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
15 Days Ago
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot
15 Days Ago
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15 Days Ago
Fix drawpuzzleresets not working with AIZ monuments (thanks Aron)
15 Days Ago
Fallback to using the radiation reset zone as the bounds check for AIZ monuments if it's a rad monument Fixes arctic not resetting as it's reset bounds is way bigger than the monument and the resulting rad volume
15 Days Ago
Merge from main
18 Days Ago
Merge from puzzle_reset_hotfix
18 Days Ago
Another attempt at arctic rad zone issue
18 Days Ago
Fixed InvalidOperationException in radiation damage
18 Days Ago
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18 Days Ago
Fixed unpowered fridges in arctic biome not cooling food
18 Days Ago
Merge from puzzle_reset_hotfix
18 Days Ago
Remove leftover log
18 Days Ago
Apply an additional 25 damage per puzzle reset tick to all players in the inner radiation range once the radiation reaches it's peak level
18 Days Ago
Reduced monumentPuzzleResetRadiationPlayerEmptyTime from 5m -> 2m Reduced monumentPuzzleResetRadiationPreResetTime from 10m -> 5m Brings total possible radiation time from 15m -> 7m
18 Days Ago
Reduced monumentPuzzleResetRadiationAmount from 100 -> 3 (inner radiation sphere) Fixed the outer smaller radiation area going straight to 10, it now ramps in like the inner sphere over time
18 Days Ago
Add IgnoreAboveGroundPlayers option to TriggerRadiation, uses the IsUnderground check on BaseEntity which won't work in some cases (like noclipping under the terrain). It's what we use for the equivalent check on the puzzle reset If a PuzzleReset is set to ignoreAboveGroundPlayers it will now pass that along to it's radiation zone Airfield will now ignore above ground players Puzzles will now start counting time spent empty with rads active once any radiation is active, not just once radiation is fully activated Don't send the puzzle reset warnings to players that are above ground on a monument set to ignore above ground players
18 Days Ago
monumentPuzzleResetWarnings is now on by default and saved
19 Days Ago
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true Would need to relog to see the difference
19 Days Ago
Allow MeshLOD and RendererLOD components to use the occlusion culling system if they have a RendererBatch component but the RendererBatch won't work (eg. not marked r/w, too many tries, etc.) When standing at the edge of trainyard or outpost and looking directly at a wall (when you would expect the majority of assets to cull) this seems to cull a huge amount of renderers Compound goes from 4.4m tris and 1347 SetPass calls to 2.2m tris and 829 SetPass calls Trainyard goes from 5.5m tris and 1538 SetPass calls to 1.8m tris and 726 SetPass calls MeshCull seems to be working correctly on paper but still seems to be rendering when I would expect it to be culled, so there may be more gains to be had here
19 Days Ago
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
19 Days Ago
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game
19 Days Ago
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20 Days Ago
Remove GIbbable components from immortal NPC vending machines Seems to cause some issue when loading a save in client+server mode
20 Days Ago
Merge from minifridge
20 Days Ago
Setup mini fridge softcore corpse
20 Days Ago
Converted Minifridge to MeshLOD, match fridge LOD range