userJarryd Campicancel

12,334 Commits over 2,223 Days - 0.23cph!

1 Year Ago
Fixed secret lab chair gibs missing material
1 Year Ago
1 Year Ago
Merge from batch_white_fix
1 Year Ago
Fix renderer batching overriding the detail colour property to white on non shipping container batches
1 Year Ago
Merge from sprint_seed_fill
1 Year Ago
Don't allow seed flood fills if the player isn't in distance range of every seed slot in the planter
1 Year Ago
Merge from main
1 Year Ago
Update printAllPriceChanges to print out current and historical averages
1 Year Ago
Merge from dynamic_vendor_pricing
1 Year Ago
Merge from parent
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Fixed a selection of containers in Harbor_2 having misconfigured DeferredMeshDecal components, with some LOD levels having the component and some levels missing it Resulted in side of container company decals appearing/disappearing at some LOD levels
1 Year Ago
Fixed bollards on cargo ship render batching
1 Year Ago
Merge from creative_mode
1 Year Ago
Merge from main
1 Year Ago
1 Year Ago
Merge from tutorial_map_fix
1 Year Ago
Apply proper tutorial map view clamp on the death screen Increase the size of the water backing again
1 Year Ago
Rework dynamic pricing system -Track the number of items purchased in a given interval (IntervalHours convar, default 6) -Track an average number items per interval for each sale -At the end of an interval, update all prices. If the average has gone up in the prior interval increase the price by 5%, if it was lower or equal reduce the price by 5% -Make the price start at 300%, so it will naturally tend down at first for a while before it normalises onto the price the market thinks it is worth -Expose the MinimumPriceMultiplier, MaximumPriceMultiplier and StartingPriceMultiplier This removes an array of objects per sale order and replaces it with 4 saved numbers, so this is a big simplification
1 Year Ago
Send price multiplier of sell orders in the data for rust+ (won't be visible for now)
1 Year Ago
Merge from tutorial_map_fix
1 Year Ago
Increase size of water backing on tutorial island map marker
1 Year Ago
Merge from main
1 Year Ago
Fixed item icon NRE's when first person spectating
1 Year Ago
Fixed incorrect camera position when first person spectating players on bikes (would have affected any other mountables that used the FirstPersonWithArmsEyesLerp mountable feature)
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion/hlod/
1 Year Ago
Full global S2P and HLOD regeneration
1 Year Ago
Fixed null mesh entries being included in HLOD
1 Year Ago
HLOD meshes will now skip objects with "Core/Foliage" materials
1 Year Ago
1 Year Ago
Added a proper sized child collider for MetalRowboat_static (scaled down to 0.85 like the other rowboat)
1 Year Ago
Fixed incorrect length on gambling room light connectors in bandit town
1 Year Ago
Fixed about 30 shipping containers at harbor_2 that had different variants assigned at various lod levels
1 Year Ago
Fixed incorrect chainlink colours in NMS
1 Year Ago
Fixed incorrect bollard colour on cargo ship (note that this will conflict with the test_cull branch, I recommend taking this version and renaming it to match the new prefab name)
1 Year Ago
1 Year Ago
When the player right clicks a shipping container block while holding a spray can, select the last used spray colour in the pie menu by default instead of the colour of the shipping container block that the player right clicked on
1 Year Ago
Advanced Xmas lights can now be placed up to 200m in length and will not consume the item amount when used
1 Year Ago
Merge from main
1 Year Ago
Made a new tool that looks for instances of MeshLOD's that are set to render shadows while also having a shadow proxy in their children (resulting in double shadow rendering) Fixed 79 prefabs where this occurred Didn't run a S2P so double shadow rendering will still be happening in monuments The MeshLOD converter will no longer allow this situation to happen
1 Year Ago
MeshLOD converter will no longer work if child renderers have different shadow casting modes and will now match the shadow casting mode of its children rather than just defaulting to shadow casting enabled Converted prefabs to MeshLOD: Towel, trousers, tshirt, jerrycan, book piles, plant pots, kettle, milkchurn, moonshine, metalsign, tarpsign, handsaw, horseyoke, rake, secret lab chair, table door poker, advanced loot box and reactive target Fixed incorrect scaling on secret lab chair deploy guide
1 Year Ago
Fixed door.hinged.industrial A and D incorrect materials (also now uses less gameobjects)
1 Year Ago
Renamed graphics.collapseRendererLOD to graphics.collapseRenderer and made it true by default
1 Year Ago
Disable dynamic pricing on the travelling vendor, it already has a price randomisation system
1 Year Ago
Another compile fix Typo fix
1 Year Ago
Merge from dynamic_vendor_pricing
1 Year Ago
Server compile fix