userJarryd Campicancel

13,592 Commits over 2,922 Days - 0.19cph!

11 Months Ago
Set up prefabs and first pass on loot table (mixture of high quality food and teas)
11 Months Ago
Unsaved, thanks plastic
11 Months Ago
Clean up food cache prefabs (correct mesh LOD settings, removed unneeded colliders, added RendererBatch to pickle jars) Move Food Cache folder to Prefabs/Misc/Food Crate (as this is not a deployable)
11 Months Ago
Merge from Food_Cache
11 Months Ago
11 Months Ago
Burst compile the bone jobs
11 Months Ago
WIP clear held entity button, not working for some reason
11 Months Ago
Fixed pose window always saving data to ADS slot Exposed fields on weapons to declare which aim pose data to use Fixed component not working at runtime, can actually see poses in gameplay now
11 Months Ago
Fixed not being able to edit poses
11 Months Ago
Mask out aim poses on deploy
11 Months Ago
Blend out the aim pose while reloading, driven by a behaviour on the state machine rather than a curve on the animation clip import (so we can apply to everything) Update the upgrader script to apply these changes
11 Months Ago
Working Left Hand IK implementation
11 Months Ago
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
11 Months Ago
WIP left hand IK, still not working
11 Months Ago
Refactor IK to specify right hand, in prep for left hand pass
11 Months Ago
Compile fixes, cleanup
11 Months Ago
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting) Uses same system as boogie boards
11 Months Ago
DroppedItem now spawns it's worldmodel via GameManager.CreatePrefab, ensuring PreProcess is run Removed the server side code that disabled renderers as those renderers should now be removed in PreProcess (this code was just for the editor but it ran at runtime regardless and caused a 40b allocation every time an item was dropped) Fixed mushroom colouring not being applied to dropped mushrooms
11 Months Ago
Added a new TeakUIPresetSelect that allows us to create defaults for selections of settings Added preset accessibility options for Protanopia, Dueteranopia, Tritanopia Also supports a custom mode
11 Months Ago
Turn on cast shadows for LOD0 of the mushroom clusters Hooked up the new mushroom materials to the colour swap pallette
11 Months Ago
Fixed offset not being 1:1
11 Months Ago
First successful attempt at running right hand IK as part of the weapon aiming system without reparenting the weapon to a different bone Still not quite 100% accurate to the authored gun position Involved building a 2 bone IK pass into the aim pose system so that the IK pass has all of the information it needs to evaluate it's position
11 Months Ago
Merge from main
11 Months Ago
Fixed actual gameplay prefab for testing
11 Months Ago
Merge from missing_component_warning_cleanup
11 Months Ago
Moved all ModelViewer assets into an Editor folder to hopefully prevent it being included in asset bundles
11 Months Ago
Removed the missing component on the demo playback record shot object, unsure what it was but the functionality seems unchanged
11 Months Ago
Merge from elevator_parenting/net_vis
11 Months Ago
Fixed gibs getting spawned when picking up an elevator
11 Months Ago
Merge from elevator_parenting/net_vis
11 Months Ago
Fixed player placed elevators not working
11 Months Ago
Fixed the neon light in player placed elevators causing a material leak, now uses MaterialPropertyBlock
11 Months Ago
Fixed elevators not being able to move if they are in a different network group to their parents
11 Months Ago
11 Months Ago
Added support for two sets of data to be loaded onto a pose at once, a default and an alt set The alt set will be used for ADS Supports blending between the two with a weight so we can animate it
11 Months Ago
Merge from parent
11 Months Ago
Merge from parent
11 Months Ago
Revert fishing rod entity to current version from main, this prefab was broken on this branch
11 Months Ago
Merge from main
11 Months Ago
Merge from safemode_prompt
11 Months Ago
Fixed slider highlighting when the player hovers over the timer progress bar
11 Months Ago
Merge from main
11 Months Ago
Merge from world_update_2
11 Months Ago
Add nav mesh obstacles to the water bodies in new monuments to stop animals getting underwater
11 Months Ago
Merge from world_update_2
11 Months Ago
Adjust water depth socket mod to work better in lakes, should allow water pump placement in lakes
11 Months Ago
Merge from elevator_parenting/net_vis
11 Months Ago
Adjust elevator sound logic to be driven via the lift entity flags rather than the elevator block (as we can no longer guarantee that the block will be networked to the player in some scenarios)
11 Months Ago
Merge from elevator_parenting/net_vis
11 Months Ago
Add tunnel layer to players visibility when in caves layer