userJarryd Campicancel

13,182 Commits over 2,407 Days - 0.23cph!

26 Days Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
26 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
26 Days Ago
Convert steering wheel to MeshLOD
26 Days Ago
Merge from door_alloc_fix
26 Days Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
26 Days Ago
Merge from cctv_budget
26 Days Ago
Merge from main
27 Days Ago
Codegen so domain reload works
27 Days Ago
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
27 Days Ago
Merge from naval_update
27 Days Ago
Switch back to the mainland view on the map screen if it closes while open
27 Days Ago
Fixed ghost ship map markers rotation and scale
27 Days Ago
Death screen now switches back to the mainland if the deep sea closes for any reason
27 Days Ago
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
27 Days Ago
Merge from main
28 Days Ago
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28 Days Ago
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28 Days Ago
Merge from kinematic_asleep_magnet
28 Days Ago
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
28 Days Ago
Merge from dropped_item_optim
28 Days Ago
Rename queue budget
28 Days Ago
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
28 Days Ago
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28 Days Ago
Merge from naval_update
28 Days Ago
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
28 Days Ago
Don't allow deployable corpses on boat hulls while in edit mode
28 Days Ago
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
28 Days Ago
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28 Days Ago
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29 Days Ago
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly Fixes tree billboards in deep sea not rendering properly after a save/load
29 Days Ago
Merge from main
29 Days Ago
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29 Days Ago
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29 Days Ago
Merge from main (conflict on PlayerModel.cs, auto resolved)
32 Days Ago
Fixed being able to deploy objects on the top of the small ramp
33 Days Ago
Merge from naval_update
33 Days Ago
More accurate shootable collision on small ramp
33 Days Ago
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33 Days Ago
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33 Days Ago
Merge from naval_update
33 Days Ago
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33 Days Ago
Merge from main
33 Days Ago
Merge from sprinkler_vis_refactor
33 Days Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
34 Days Ago
Merge from main
34 Days Ago
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks Tests now pass
34 Days Ago
Merge from parent
34 Days Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
35 Days Ago
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
35 Days Ago
Possible refactor of how we handle finding Splashable entities for the sprinkler Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats) Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought