userJarryd Campicancel

13,604 Commits over 2,922 Days - 0.19cph!

1 Year Ago
Merge from main
1 Year Ago
Replaced all of the loot panels that get run with S2P in the LootPanels scene with their prefab version S2P no longer processes any UI prefabs
1 Year Ago
Cherry pick 98470 for scene stats
1 Year Ago
Reconvert and remove MaterialSetup on various prefabs that conflicted with the last merge
1 Year Ago
1 Year Ago
Add /MemoryCaptures to ignore.conf
1 Year Ago
Revert arctic hazmat to old version without skin tests Disable hand mesh rendering on arctic, diving suit, lumberjack, nomad, spacesuit, twitch and vanilla hazmat suits
1 Year Ago
Merge from main
1 Year Ago
Fixed graphics.collapseRendererLOD getting set to false every launch
1 Year Ago
Fixed industrial conveyor filter number fields scrolling when the player uses the scroll wheel on them
1 Year Ago
Merge from main
1 Year Ago
Client compile fix
1 Year Ago
Don't show the IO connection at all if the player holds sprint while unlimitedIO is active
1 Year Ago
Fixed IO not being usable inside no build zone
1 Year Ago
Rolled freeUpgrade into freeBuild Exposed all of the creative options in the rust editor window for easy dev access
1 Year Ago
Renamed noBuildCost to freeBuild FreeBuild mode now allows you to build blocks to a specific grade rather than just twig Selected build grade is displayed in the right click context menu while holding the planner, can be cycled with Q and E
1 Year Ago
Convert bypassrepaircooldown to freerepair, bypasses the cooldown and makes repairs free
1 Year Ago
Added creative.freeUpgrade, allows the hammer to change grades downwards
1 Year Ago
Added creative.freePlacement, bypasses all building checks Added creative.unlimitedIo, removes limit on number of IO points, length of IO connection and auth/prevent building limits
1 Year Ago
Creative mode boilerplate, toggleable server wide via "creative.allUsers" or per player via "creative.toggleCreativeModeUser", intended for media production Added creative.bypassRepairCooldown Added creative.noBuildCost, allows free building of building blocks
1 Year Ago
Merge from hackweek_renderlod_collapse (last commit message was incorrect)
1 Year Ago
Merge from hackweek_renderlod_collapse (set the convar for this feature to false by default)
1 Year Ago
Merge from main
1 Year Ago
Merge from main
1 Year Ago
Added SuppressEyeMovement animator state behaviour, disables eye and eyelid movement while the state is playing and it's layer has >0 weight
1 Year Ago
debug.FakeSpeechPlayer now works in live gameplay (still admin only)
1 Year Ago
Merge from techtree_workbench_multi_access
1 Year Ago
Merge from fishing_changes_june_24
1 Year Ago
Trout and yellow perch bait value reverted to 10, 1 stack size
1 Year Ago
Raw fish is now worth 0.5 bait and can be used in stacks of 3 (max 1.5 bait value) Catfish, orange roughy, salmon and small sharks now have a bait value of 0 (eliminates possibility of losing a valuable fish for a lower value fish)
1 Year Ago
Tech tree panel changes Rename the tabs from Tier 1/2/3 to Level 1/2/3 Reduced the size of the close text slightly Don't show the button at all for tech trees that the current workbench can't access
1 Year Ago
Added a tool to find any Instanced mesh filters that have a MeshLOD on the same obejct that hasn't been assigned (Tools/Optimize/Look For Orphan Instanced Mesh Filters)
1 Year Ago
Fixed the Wildlife Cull mission not registering polar bear kills
1 Year Ago
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1 Year Ago
Show all three tech levels all the time, disable the unavailable trees https://files.facepunch.com/jarryd/1b0311b1/Unity_aTkR9v9t7l.mp4
1 Year Ago
Make all accessible workbenches available from tabs at the top of the tech tree rather than requiring the player to exit the tech tree and interact with the workbench again
1 Year Ago
Fixed total required scrap text appearing when opening a tech tree
1 Year Ago
Merge from main
1 Year Ago
Fixed broken collision prefabs on ZiplineLandingPlatform, ZiplineLaunchPlatform, ZiplineLaunchPlatformStairs
1 Year Ago
Converted train tunnel train tracks to MeshLods
1 Year Ago
Merge from meshlod_converter
1 Year Ago
Fixed MeshLOD not getting properly assigned to InstancedMeshFilter when converting (the mesh renderer was being assigned so it should still work)
1 Year Ago
Fixed local gesture not transitioning out properly if the gesture was cancelled via the server
1 Year Ago
If the RendererLOD cannot be converted, show the convert button but grey it out, also show a reason why
1 Year Ago
RendererLOD conversion fixes
1 Year Ago
Merge from fishing_changes_june_24
1 Year Ago
Revert the chair prefabs, they were just for demonstration
1 Year Ago
Added support for both LOD converters to work on a selection of game objects, including when those objects are prefabs in the project
1 Year Ago
Moved "Convert LODGroup to RendererLod" into Tools/Optimize/LOD Converters Added "Convert LODGroup to MeshLOD" into the same section, does the above conversion and then converts into a MeshLOD, works on all selected non-prefab assets Fixed both menu options not working Undo properly
1 Year Ago
Don't show camera distance or converter options on RendererLOD/MeshLOD inspectors when inspecting an asset