userJarryd Campicancel

12,220 Commits over 2,557 Days - 0.20cph!

1 Year Ago
Possibly, maybe, finally fixed loading fog of war from a save
1 Year Ago
Switch to RGBAFloat for fog images, looks better and matches the data we're using in the jobs. Still broken after loading though
1 Year Ago
Fog of war works on death screen map
1 Year Ago
Compile fix
1 Year Ago
Fix fog not clearing immediately on spawn
1 Year Ago
Better initialisation flow for hardcore map, stops parts of it running when booting up in vanilla
1 Year Ago
Merge from main
1 Year Ago
Added debug.resetfogofwar
1 Year Ago
Compile fixes
1 Year Ago
Merge from fogofwar
1 Year Ago
Disable map markers (exposed option on game mode entity)
1 Year Ago
Run the fog of local update in a job per grid tile, saves 0.25ms a frame
1 Year Ago
Upload the fog images every 10s (was 4)
1 Year Ago
Fix fog of war appearing in non-hardcore mode Expose reveal radius on game mode Fixed weird repeating pattern on fog texture
1 Year Ago
Merge from main
1 Year Ago
Merge from parent
1 Year Ago
New SimpleIOEntity component, just has a required power amount, good for simple things like non physics based lights Applied to new wall cabinet
1 Year Ago
Apply delta time
1 Year Ago
Expose a MovementMultiplier slider to SimpleFloatingEntity
1 Year Ago
Save and load fog
1 Year Ago
Finally fixed the texture space being calculated incorrectly
1 Year Ago
Enable map in hardcore WIP bringing back fog of war, taking some parts from the old MapEntity class from 2016 (lol) Local fog generation working, map shader updated to work with canvas group alpha Position is offset for some reason, still investigating
1 Year Ago
Reapply game mode changes
1 Year Ago
Merge from main (stomp local BaseGameMode changes, will need to reapply)
1 Year Ago
Fix minigun world model briefly spinning when being equipped in third person
1 Year Ago
Changed "Failed to find DungeonBaseRoot" and "Failed to find DungeonGridRoot" to warnings in builds, as this is expected to occur in primitive mode and shouldn't result in errors
1 Year Ago
Possible BaseOven.CookVisuals NRE fix
1 Year Ago
Moved the scientist giving the outpost spawn point mission to a nearby sidewalk Switched the spawn point name from Compound -> Outpost
1 Year Ago
Merge from main
1 Year Ago
Reduced flickering from dropped flares Completely remove flickering if limit flashing option is enabled
1 Year Ago
Remove temp testing walkways
1 Year Ago
Re pivoted all of the floating walkway prefabs and adjusted the buoyancy points for better movement
1 Year Ago
Possibly fixed simple floating platforms flipping
1 Year Ago
Fixed SimpleFloatingEntity running logic if no players are nearby
1 Year Ago
Copy the terrain water system over to the floating city system so that water level queries work as expected (copied from craggy) Added a new ForceSpawnPoint component, if this is present in a scene the player will always spawn there (editor only)
1 Year Ago
Merge from main
1 Year Ago
Merge from parent
1 Year Ago
Hide another incorrect prefab id error Fixed case senstivity causing editor to think entities are missing from the manifest
1 Year Ago
Syncvars and Protobuf, save into separate scene
1 Year Ago
First pass on a better onboarding demo
1 Year Ago
Don't show manifest info if entity is in a scene
1 Year Ago
Don't show manifest fix options if prefab ID is 0
1 Year Ago
Merge from frontier_external_fixes
1 Year Ago
Fixed demolish timer restarting after using the simple upgrade menu on an external wall/gate
1 Year Ago
Merge from main
1 Year Ago
Merge from workshop_render_fixes
1 Year Ago
Reimplement settings switcher as it looked like I didn't commit it and it got deleted?
1 Year Ago
Merge from main
1 Year Ago
Merge from softcore_respawn_fix
1 Year Ago
Disable saving on the softcore respawn zones, fixes them duplicating on server restarts Added debug.removeOverlappingStaticSpawnPoints convar to clean up any duplicates