userJarryd Campicancel

13,600 Commits over 2,710 Days - 0.21cph!

7 Months Ago
Merge from hackweek_renderlod_collapse (last commit message was incorrect)
7 Months Ago
Merge from hackweek_renderlod_collapse (set the convar for this feature to false by default)
7 Months Ago
Merge from main
7 Months Ago
Merge from main
7 Months Ago
Added SuppressEyeMovement animator state behaviour, disables eye and eyelid movement while the state is playing and it's layer has >0 weight
7 Months Ago
debug.FakeSpeechPlayer now works in live gameplay (still admin only)
7 Months Ago
Merge from techtree_workbench_multi_access
7 Months Ago
Merge from fishing_changes_june_24
7 Months Ago
Trout and yellow perch bait value reverted to 10, 1 stack size
7 Months Ago
Raw fish is now worth 0.5 bait and can be used in stacks of 3 (max 1.5 bait value) Catfish, orange roughy, salmon and small sharks now have a bait value of 0 (eliminates possibility of losing a valuable fish for a lower value fish)
7 Months Ago
Tech tree panel changes Rename the tabs from Tier 1/2/3 to Level 1/2/3 Reduced the size of the close text slightly Don't show the button at all for tech trees that the current workbench can't access
7 Months Ago
Added a tool to find any Instanced mesh filters that have a MeshLOD on the same obejct that hasn't been assigned (Tools/Optimize/Look For Orphan Instanced Mesh Filters)
7 Months Ago
Fixed the Wildlife Cull mission not registering polar bear kills
7 Months Ago
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7 Months Ago
Show all three tech levels all the time, disable the unavailable trees https://files.facepunch.com/jarryd/1b0311b1/Unity_aTkR9v9t7l.mp4
7 Months Ago
Make all accessible workbenches available from tabs at the top of the tech tree rather than requiring the player to exit the tech tree and interact with the workbench again
7 Months Ago
Fixed total required scrap text appearing when opening a tech tree
7 Months Ago
Merge from main
7 Months Ago
Fixed broken collision prefabs on ZiplineLandingPlatform, ZiplineLaunchPlatform, ZiplineLaunchPlatformStairs
7 Months Ago
Converted train tunnel train tracks to MeshLods
7 Months Ago
Merge from meshlod_converter
7 Months Ago
Fixed MeshLOD not getting properly assigned to InstancedMeshFilter when converting (the mesh renderer was being assigned so it should still work)
7 Months Ago
Fixed local gesture not transitioning out properly if the gesture was cancelled via the server
7 Months Ago
If the RendererLOD cannot be converted, show the convert button but grey it out, also show a reason why
7 Months Ago
RendererLOD conversion fixes
7 Months Ago
Merge from fishing_changes_june_24
7 Months Ago
Revert the chair prefabs, they were just for demonstration
7 Months Ago
Added support for both LOD converters to work on a selection of game objects, including when those objects are prefabs in the project
7 Months Ago
Moved "Convert LODGroup to RendererLod" into Tools/Optimize/LOD Converters Added "Convert LODGroup to MeshLOD" into the same section, does the above conversion and then converts into a MeshLOD, works on all selected non-prefab assets Fixed both menu options not working Undo properly
7 Months Ago
Don't show camera distance or converter options on RendererLOD/MeshLOD inspectors when inspecting an asset
7 Months Ago
Fixed fish trap not being able to accept whole fish as bait Fish trap can no longer catch the same fish being used as bait Fixed fish trap result item not stacking correctly
7 Months Ago
Updated the bait value of the unused berrry items
7 Months Ago
Merge from hackweek_renderlod_collapse
7 Months Ago
Fixed wooden_crate_a, wooden_crate_a_red, wooden_crate_e_red, wooden_crate_e renderers set up with multiple empty LOD states RendererLOD will no longer collapse a renderer with multiple empty states
7 Months Ago
Merge from main
7 Months Ago
Merge from meshlod_converter
7 Months Ago
Update MaterialSetup to not target children if we convert to a MeshLOD Don't offer the MeshLOD conversion if the minDistanceMultiplier isn't 0 since MeshLOD has no equivalent feature
7 Months Ago
Added a tool to convert RendererLODs to a MeshLOD (more efficient) in a single click if the RendererLOD looks compatible
7 Months Ago
Fixed f1 grenade skins not appearing on the thrown grenade (don't look too closely though)
7 Months Ago
Adjusted attack ray of chainsaw down slightly (0.1 units) so that it's hitting closer to where the viewmodel looks like it should be hitting
7 Months Ago
Merge from sprint_seed_fill
7 Months Ago
Merge from main
7 Months Ago
Fixed several isseus preventing the seed flood fill working in dedicated client mode
7 Months Ago
Subtract 98066 (trying to fix broken build)
7 Months Ago
More fish bait value adjustments: Anchovy, herring and sardine bait value is now 2 and can be used in stacks of 2 (use 2x to reach 4 bait value) Small Trout, Yellow Perch bait value is now 5 and can be used in stacks of 2 (use 2x to reach 10 bait value) Catfish, Small shark, Salmon, Orange Roughy are now 10 bait value and limited to 1 stack Raw fish meat is still 0 bait value Rationale: Use smaller fish as bait to catch bigger fish, with the risk of losing your bait and having to start from the small fish again. No longer allow raw fish meat to be used as bait so a large fish can't be gutted to restart the cycle The goal is to introduce a risk element - do you cash out with your medium fish or use it as bait to try and get a bigger/better fish
7 Months Ago
Fix trigger_wildlife_trap somtiems not working in the editor Fish trap now has a 50% chance of failing, bait is still consumed but trap will remain active
7 Months Ago
Placeholder UI
7 Months Ago
Merge from sprint_seed_fill
7 Months Ago
Added planner.floodFillDebug convar to debug rare situation where flood fill isn't working
7 Months Ago
Fixed debug log when flood filling seeds