userJarryd Campicancel

12,573 Commits over 2,284 Days - 0.23cph!

1 Year Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
1 Year Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
1 Year Ago
Fixed some placeholder stuff for gesture slots that are empty
1 Year Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
1 Year Ago
Merge from main
1 Year Ago
Fixed large stables vendor getting killed on server restart
1 Year Ago
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1 Year Ago
Reverted the divemaster missions to a max 500m Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
1 Year Ago
Experimenting with some ore resource entity optimisations Remove all children (except for foliage displacement on client) Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore Removed a SendMessage Automated upgrade process Only applied to ore_stone for testing so far
1 Year Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
1 Year Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
1 Year Ago
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
1 Year Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
1 Year Ago
Remove the mention of floating bottles on the load screen tips
1 Year Ago
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
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1 Year Ago
Disable underwater blur when using underwater_cinematic convar
1 Year Ago
Added prop opffset support when holding a left hand dominant entity
1 Year Ago
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows) Added option to only apply hand aiming while in ADS
1 Year Ago
Rebuild manifest, includes missing cliff rocks
1 Year Ago
Remove old spineIkAimOffset system, superseded by new components
1 Year Ago
Fixed left hand IK not getting applied when switching between weapons
1 Year Ago
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
1 Year Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
1 Year Ago
Unsaved changes
1 Year Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene
1 Year Ago
Removed some leftover logs
1 Year Ago
Fixed some incorrect rig behaviour when entering and exiting edit mode
1 Year Ago
Remove dedicated right hand aim component (now builtin to AimPose component) Expose right hand aim offset per weapon
1 Year Ago
Fix blunderbuss hammers flicking back at the end of the reload
1 Year Ago
WIP pistol aimpose setup (using python as test)
1 Year Ago
Fixed not being able to switch to weapons that aren't using v2
1 Year Ago
Adjusted spine look ratios, lower spine bones now rotate more than upper spine bones Fixed aim pose scene weapon selector sometimes not working, fixed clear weapon button not working
1 Year Ago
Merge from parent
1 Year Ago
Merge from parent
1 Year Ago
Update player animator
1 Year Ago
More merge fixes
1 Year Ago
Client and None compile fixes
1 Year Ago
Merge fixes
1 Year Ago
Merge from main
1 Year Ago
Fixed underlying skin meshes getting re-enabled when zooming in and out on the binoculars IViewmodelComponent can now modify the position of the viewmodel in world space, updated all implementations
1 Year Ago
Merge from main
1 Year Ago
Fix water well NPC refreshing sell orders when server restarts
1 Year Ago
Fix DPV appearing in crafting menu in tutorial
1 Year Ago
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