userJarryd Campicancel

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

1 Year Ago
Retrieve terrain type as a float, seems to fix terrain type errors
1 Year Ago
Manifest
1 Year Ago
Merge from tutorial_island
1 Year Ago
Codegen, manifest
1 Year Ago
Merge from main
1 Year Ago
Added an editor tool under Tools/Materials/Spawn All Materials that spawns a quad for every material in the project at 0,0,0 in the world Running the game in play mode and then looking at the quads seems to trigger Unity's material update process, saving the project after leaving play mode generates 1724 material changes I won't commit the material changes here since main is locked down, but we should be able to run this next week to hopefully resolve the constant material spam when checking in
1 Year Ago
Fixed UI raycast issues in the upper portion of the inventory
1 Year Ago
Split fill TC and upgrade to wood into two different missions for easier help info logic Don't allow player to rotate or demolish blocks on tutorial
1 Year Ago
Added a tutorial stage to upgrade the base to wood, includes crafting a hammer
1 Year Ago
Lowered how much fat the tutorial bear gives
1 Year Ago
Halve delay between missions when another mission autostarts after the last one
1 Year Ago
Finish base mission step now counts items placed before the sleeping bag is crafted
1 Year Ago
Fixed typo in first conversation stage Moved all deployables into the base
1 Year Ago
Merge from tutorial_island
1 Year Ago
More styling
1 Year Ago
Added a Help secton to the main menu that displays all of the tutorial help messages in the one place
1 Year Ago
Added a "Quit Tutorial" button to the main menu
1 Year Ago
Changed Metal frag step wording slightly
1 Year Ago
Switched smelt frags step to a HaveItem objective, had to add a Can Reset toggle so it doesn't fail once the frags are used to craft the workbench
1 Year Ago
Removed old unused help infos
1 Year Ago
Added a popup prompt reminding player to close the door on the way out of their base
1 Year Ago
Fixed GenericSpawnPoint gizmo not appearing in the right place when in hierarchies
1 Year Ago
Fixed find scrap objective missing ping icon in missions HUD
1 Year Ago
Removed Think coroutine in MissionsHUD, I don't think it's necessary? (easy to revert if I'm wrong) Fixes missions hud popping out twice when the player receives a mission Slight optimisations to MIssionHud hide process that is called constantly during regular gameplay, now has no cost if the missions hud is already disabled
1 Year Ago
Fixed a few alt look issues
1 Year Ago
Cleanup Added an AltLookAt with a weight value to SingleBoneAim Exposed angle limits on AimSpine and SingleBone Fix incorrect alt weighting
1 Year Ago
First pass on alt look support, added a new alt look at option to the single bone aim constraint with an alt look weight so we can blend nicely between alt looking and regular looking
1 Year Ago
Update Facepunch.BoneJobs, better runtime editing of values
1 Year Ago
Refactors, better runtime editing Fixed memory leak
1 Year Ago
Unsaved
1 Year Ago
Make steam item asset Can now create SteamInventoryItem via right click create menu in "Create/Rust/Skins" Moved ItemSkin into the above folder (for reference, create an ItemSkin when creating a skin for something, create a SteamInventoryItem for a generic inventory item)
1 Year Ago
Fixed animator states not being reset to default when disabling the animator, leading to drifitng bones after multiple uses (unity pls)
1 Year Ago
Hook up animators Swap LodGroups for RendererLOD Disable shadows on Lod2 and Lod3 Enable GPU instancing on new materials Add Decay components Adjust prevent building volume
1 Year Ago
Fixed christmas stockings not getting killed when the wall they are attached to is destroyed
1 Year Ago
Fix cooldown not running for correct time
1 Year Ago
Add some easing to the spine look at weight when looking up or down, leave hand weight untouched though Add a head look at constraint
1 Year Ago
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1 Year Ago
Various hierarchy improvements, gib overrides, set up heavy scientist version
1 Year Ago
Deployable setup Add a Poke interaction, gives comfort in a radius for 15s
1 Year Ago
Added a hand look at constraint and adjusted the spine look weights down to match Applied a slight look at bump when in ADS to offset the height in held weapon (applied universally right now, might need to modify per weapon)
1 Year Ago
Per bone weights SingleBone aim component + sort order Twist Correction
1 Year Ago
Stripped out rig controller into it's own prefab for easier merges Added per spine bone look at weights
1 Year Ago
Add animation rigging package (third times the charm) Add new Facepunch.BoneJobs plugin BoneJobs is a stripped down, simplified way of using Animation Rigging without having to use the cumbersome RigController (and espensive) rig handling system that the package depends on Currently only has a single component, the AimSpineComponent Instead of relying on a selection of loose rig controllers, this component does exactly what we need in a single place - adjust all of the spine bones to look at a given target with a variable rotation offset so we can account for 3/4 stance poses on a per weapon basis The advantage of still using the underlying tools in the Animation Rigging package is that the core math is really fast and runs in jobs so we can in theory move all of our IK and bone manipulation handling to threads It also has quite a bit of functionality we want and all of the math already done (quaternions are confusing), so next steps will be porting over some more components that we need
1 Year Ago
Initial commit Initial commit Refactors Updates
1 Year Ago
More work, still nothing working
1 Year Ago
Attempt 2 at implementing the animation rigging package
1 Year Ago
Merge from tutorial_island
1 Year Ago
Fixed crafting mission step not working if a player crafts an item with a redirect skin (eg. concrete pickaxe)
1 Year Ago
All access supplies mission stages are now mandatory
1 Year Ago
Remove reference to boat