userJarryd Campicancel

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

11 Months Ago
Added a health regen tea, slowly heals the player by 1hp/s if they are not in combat (not been attacked/attacked something else for 15s) and have greater than 0 food and water
11 Months Ago
Add explosive sense tea, shows an arc and blast radius when throwing explosives The arc terminates at the first collision, so it won't be 100% accurate due to bounces, rolling, etc The arc only appears while holding down the throw button Only hooked up on the F1 grenade for now
11 Months Ago
WIP rigidbody arc visualisation
11 Months Ago
Implemented a tea that doubles the speed of recycling
11 Months Ago
Fixed a bunch of issues with the sense particles, they now work in world space and don't break with motion vectors
11 Months Ago
Cherry pick 88565 from tutorial_island (show proper tree materials/meshes via gizmos)
11 Months Ago
Fixed craft speed tea increasing duration rather than decreasing
11 Months Ago
Fixed NoZTest particle shader to use the colour applied to the particle system
11 Months Ago
Merge from main
11 Months Ago
First pass on a tea to sense animals through solid surfaces Enables a particle system with ZTest disabled if player is within 50m, currently only added to wolf prefab
11 Months Ago
Add crafting speed tea, increases crafting time by 50% for the duration
11 Months Ago
Added an underwater breathing tea
11 Months Ago
Increase size of tutorial loot box, seems to fix intermittent interaction issues
11 Months Ago
Apply same fix to scientist at end of tutorial screen
11 Months Ago
Fixed bear prefab info not populating properly on death screen
11 Months Ago
Added a mission stage to pick up items from a player corpse
11 Months Ago
Added a new mission stage that makes the player respawn (between cooking and bear hunting)
11 Months Ago
HQM ore will no longer drop from nodes in the tutorial Updated some help prompts Fully hide workbench tech tree button, don't just make it non-interactable
11 Months Ago
Add extra bit of dialogue to the first conversation so it's clear that it's a multiple choice Fixed broken kayak prefab after merge Added a big invisible collider under the jetty to stop kayaks getting stuck after placing them
11 Months Ago
Codegen
11 Months Ago
Merge from main
11 Months Ago
Reduced GC in cluster generation by preallocating a bunch of appropriately sized MapMarker lists Made tooltips use pooling
11 Months Ago
Use a HashSet when calculating marker clusters, makes generation twice as fast (3ms = 100 vm's goes to 1.5ms) Prepool 25 shop markers and clusters so first run is faster
11 Months Ago
Improve performance of vending machine screens In a test of 200 vm's in network range, the cost of updating these screens is the highest single cost in the game (about 0.46ms a frame) Updated screen script to use new NotifyLod system to use the regular LOD system rather than checking camera distance every frame NotifyLod now turns off the screen component when out of range, completely removing the runtime cost if the player is more than 15m away Reimplemented the fade in/out that was commented out due to a memory leak, reimplemnt it with MaterialPropertyBlocks for better performance Updated all vending machine prefabs, monuments will need a S2P but backwards compatibility is preserved so they can still run in the old mode
11 Months Ago
Fixed big light in vm camera
11 Months Ago
Add viewmodel camera support to metal detector, use EffectParent on light objects
11 Months Ago
Potential fix for GetFacingLiquidContainer NRE
11 Months Ago
Potential TryGetAimingModule NRE fix
11 Months Ago
Removed the worldmodel meshes as they were identical to the skinned meshes and not used anywhere, they'd still be included in asset bundles and loaded though Fixed duplicate LodGroup on heavy scientist figurine, fixes a warning when the worldmodel is spawned
11 Months Ago
Merge from main
11 Months Ago
Unsaved
11 Months Ago
Add support for an alt aim animation, currently just set locally and not via ModelState Used to switch to the slow detector sweep on the third person shadow model as the player gets close to a target
11 Months Ago
Fixed dragon launcher being craftable
11 Months Ago
Fix fishing not working Fixed exception when changing servers (PopulateShelters)
11 Months Ago
Adjust NPC position
11 Months Ago
Also codegen
11 Months Ago
Merge from main
11 Months Ago
Switch renderers on lots of physics projectiles back to Default instead of Physics Projectiles as we don't render Physics Projectiles Any colliders were kept on the Physics Projectiles layer Affected projectiles: 40mm_grenade_he rocket_basic rocket_heatseeker rocket_hv rocket_smoke TorpedoStraight sam_ammo
11 Months Ago
Dragon launcher is now compatible with viewmodel camera
11 Months Ago
Fixed non-matching condition amount
11 Months Ago
Fixed spear being listed as stone spear skin, now wooden
11 Months Ago
Merge from main
11 Months Ago
Fixed weapons staying visible while gesturing
11 Months Ago
inventory.copyto now copies the contents of the backpack All of the inventory save/load loadout convars now copy the contents of the backpack (if equipped)
11 Months Ago
Fixed backpacks not responding to the 'ent' convar Note that this adds the Physics_Debris layer to the ent trace, so this might change the behaviour of that command in some cases
11 Months Ago
Death/map screen profiling and performance improvements Don't populate the folded out version of the vending cluster widget until the player clicks it (seems like this is where most of the cost lies, this will also be fixed by the upcoming vending widget redesign) Enabled pooling on cluster and vending markers Old: 99.6kb of GC and 16.3ms for 101 vm's in 5 clusters New: 185kb of GC and 3.6ms for the same display Still WIP, can definitely fix the GC increase
11 Months Ago
Update spear to be a wooden spear skin rather than stone spear
11 Months Ago
Merge from main
11 Months Ago
Fix dragon launcher backpack holster offset
11 Months Ago
Merge from shelter_pool_fix, hopefully fixes zipline issues