userJarryd Campicancel

13,712 Commits over 2,466 Days - 0.23cph!

10 Days Ago
Fixed end of tutorial cinematic
10 Days Ago
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
10 Days Ago
Increase walk speed animation to 1.5 (was 1.2)
10 Days Ago
Merge from main (no conflicts)
13 Days Ago
Fix player aim getting set incorrectly after switching from a seat with aim support to a seat with no aim support Uses an old hack we did for the snowmobile, apply it across the board now and also trigger it if the mountables animateVehicleAim360 state is changing
13 Days Ago
Merge from island_water_volumes
13 Days Ago
Merge from combat_knife_rotation_fix_2
13 Days Ago
Merge from balloon_clump_lod_distances
13 Days Ago
Merge from recycler_ammo_fix
13 Days Ago
Merge from floor_frame_grill_fix
13 Days Ago
Merge from ladder_hatch_sfx_range
13 Days Ago
Merge from xor_typo_fix
13 Days Ago
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
13 Days Ago
Merge from main
13 Days Ago
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
13 Days Ago
Merge from new_achievements_apr26
14 Days Ago
Merge from iteration_profiler (unity package to measure compile/domain reloads) Also fixes a web request during every compile in the editor
14 Days Ago
Merge from command_alloc
14 Days Ago
Renames Add a skinnable for half shelves and single shelves
14 Days Ago
Created new hidden/uncraftable base storage horizontal and vertical storage barrels Added skins for original storage barrels, abyss, warhammer and jungle versions Can now use the spray can or repair bench to reskin between these versions Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin No changes to crafting menu, these barrels still appear as separate items there
14 Days Ago
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
14 Days Ago
Fix NRE when renaming a demo shot to a name that already exists
14 Days Ago
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
14 Days Ago
Remove log when loading player inventories for the first time
14 Days Ago
Merge from main
14 Days Ago
Merge from main
15 Days Ago
Route VM inventory to admin panel Remove intial vending orders Initial flow for left over items/earnings being stored (similar process to ReclaimTerminal)
15 Days Ago
Disable VM broadcast option Route vm admin to a control panel
15 Days Ago
Can now paint the sign while interacting with the rentable shop
15 Days Ago
Merge from main
15 Days Ago
Fixed game not starting in editor due to silent errors when disable menu UI is enabled
15 Days Ago
Add a new blend tree to the walk state that is enabled when the relaxed flag is enabled (already used by AI) Matches existing relaxGunPose parameter but it's a float so we can use it in a blend tree Fixes patrolling AI jogging in slow motion all the time
16 Days Ago
Merge from main
16 Days Ago
Merge from ugc_screen_blur_fix
16 Days Ago
Fix missing terrain and foliage in report screenshots
16 Days Ago
Merge from vine_descend_fix
16 Days Ago
Fixed automatically generated report offensive content screenshot appearing blurry
16 Days Ago
Fixed kapok branch colliders on wrong branch, preventing vine descending
16 Days Ago
Ladder hatch open/close sounds now use small sounds template (was medium)
16 Days Ago
Player model will now switch to swimming animations once water factor is at 0.65 (was 0.5) This matches the internal player movement behaviour - if the water factor is >= 0.65 we apply swiming movement Updated conditions on player animator match (Walk <-> Swim)
16 Days Ago
Burst compile GeneratePipeMesh Add 26 tests for the new pipe merging feature Add debug.spawnPipeStressTest convar, spawns a grid of connected industrial conveyors batching.refresh_pipe_groups will now force a reset of all pipes to the current system
16 Days Ago
Fix pipe merging conflicting materials
16 Days Ago
Subtract 147642 (we want duplicated jog animations for better player responsiveness)
16 Days Ago
Merge from main, no conflicts
21 Days Ago
Pooling support
21 Days Ago
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
21 Days Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
21 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
21 Days Ago
First pass on admin vending machine support
21 Days Ago
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs