userJarryd Campicancel

12,443 Commits over 2,588 Days - 0.20cph!

43 Days Ago
S2P large oil
43 Days Ago
ElectricGenerator now saves/loads it's requiredPowergridStage Otherwise any setting to this in monuments would be lost on server restart
43 Days Ago
Bake into a MeshTerrainRoot so the final result is more usable and can be moved around
43 Days Ago
Server fix, grey out foliage option at edit time
43 Days Ago
Add foliage support
43 Days Ago
Created a new Terrain copy paste window that wraps the functionality of the existing copy paste tool with some nicer UX Updated it to bake out the terrain, using the terrain baker from the tropical island
43 Days Ago
IOEntityEditor is now a dockable toolbar
43 Days Ago
Fix NRE on boot of standalone monument scenes (PowergridManager)
43 Days Ago
Fixes
45 Days Ago
Merge from main
45 Days Ago
Cow will now run if the player it's following gets too far away
46 Days Ago
Fixed codegen not being able to generate code for entities in namespaces Added follow interaction to cows, they will follow a player who interacts with them until dismissed
47 Days Ago
Added livestock scene to dev menu
47 Days Ago
Merge from roof.bottom.line conditionals consistency pass
47 Days Ago
Merge from Piano_AnimFix
47 Days Ago
Merge from apartment_complex_monument (swing jumping)
47 Days Ago
Merge from swing_launch
47 Days Ago
Fixed redundant RendererLOD on door.hinged.industrial_a_e Fixed missing MeshCull on CCTV yaw mesh
47 Days Ago
Merge from main
47 Days Ago
Merge from scene_check_tool
47 Days Ago
Fixed HLOD renderers appearing as renderers without LODs in scene checker
47 Days Ago
Removed old tools, now replaced with unified SceneChecker
47 Days Ago
Merge from main
47 Days Ago
Fixed some water catcher panel help issues
47 Days Ago
S2P sphere tank + HLOD
47 Days Ago
Added a display of which modules will be spawned on the test cars in the vehicle editor Saves having to click through into the scriptable object
47 Days Ago
Updated dome setup with new art Moved the fuel pump models into the entity itself
47 Days Ago
Merge from shadow_caching_tooltip_fix
47 Days Ago
Merge from shadow_caching_framerate_fix
47 Days Ago
Merge from shadow_caching_ambientlightlod_fix
47 Days Ago
Merge from main
47 Days Ago
Merge from apt_cctv_culling
47 Days Ago
Merge from fix_trap_displacement
47 Days Ago
Merge from fix_buffer_upload_mode
47 Days Ago
Merge from fix_demo_culling
47 Days Ago
Create new livestock testing scene with ai enabled Setup cow movement speeds
47 Days Ago
First pass on cow prefab Basic FSM with idle and roam
48 Days Ago
Merge from main
48 Days Ago
Added debug.emptytankermodule and debug.filltankermodule commands
48 Days Ago
Added some help to the water catcher panel
48 Days Ago
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
48 Days Ago
Fixed an infinite GUILayout issue when inspecting modular vehicles Crude oil pump now requires powergrid to be active (level 1 for now) Adjusted rates, spawn less per tick but much faster ticks
48 Days Ago
Created a new GenericMountableAnimationSubSystem Designed for mountables that just use a single clip (ie. most of them) Plays a given clip on a loop and swaps avatar mask to lower body only when a player equips an item Updated chair_animtest to demo behaviour
48 Days Ago
Merge from apartment_complex_monument
48 Days Ago
S2P apartment complex
48 Days Ago
Harsher pausing
48 Days Ago
Better update process (pause and resume the playable, don't manually evaluate it)
48 Days Ago
Experimenting with throttling animator updates by screen space of characters Added a Burst loop that calculates the screens space of every player model Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread
49 Days Ago
Fixed DecalCull components not showing decals at all at lowest quality settings This component was multiplying the culling distance by Mesh.lod intead of Mesh.quality, Mesh.lod can be set to 0 so it was always disabling decals This will technically hurt performance on low settings as they weren't showing decals at all, so I've added a minimum 0.25 quality level Decals on low settings now pop in pretty obviously, but at least they render when up close Added an editor inspector to show the current camera distance and culling distance, similar to other LOD components
49 Days Ago
Fixed vending machines being able to accept stacks greater than the max and create illegal stack sizes (eg. order requires 1001 wood and you pay with a stack of 3000 wood, vm will now create two stacks in storage)