userJarryd Campicancel

13,053 Commits over 2,376 Days - 0.23cph!

2 Months Ago
Add debug.disableCameraMovementWhileReceivingSnapshot convar, defaults to on and admin only Seems to resolve the crash when entering/exiting the deep sea as the player camera was sometimes being interpolated to extreme out of bounds distances
2 Months Ago
Fixed new scientists not applying damage to shields properly
2 Months Ago
Fixed missing translations on small ramp FIxed sails and engines cutting out if player stood on the end of the small ramp
2 Months Ago
FIxed MapView exception when dying in deep sea due to it closing Fixed unhandled CL_PlayerEnterDeepSea RPC (no longer call it)
2 Months Ago
Removed a pile of trash bags inside the casino barge, wasn't visible Culling volume NRE fix
2 Months Ago
Merge from floating_cities
2 Months Ago
Fixed floating_walkway_plastic_300x150_a.prefab RendererLOD not hooked up Fixed floating_city_3 central casino barge not using the correct mesh and not rendering in gameplay Added a MeshLOD to improvised_walkway_railing_wood_150x150_corner_a
2 Months Ago
Merge from parent
2 Months Ago
Gate behaviour behind server.repositionAttachmentsOnReskin convar just in case Cleanup
2 Months Ago
Inputs as well
2 Months Ago
Recalculate final position of line for outputs (still need inputs)
2 Months Ago
WIP moving attachments around to match the new attachment positions when reskinning objects with spraycan
2 Months Ago
Don't run two cameras, it confuses the viewmodel camera system. Instead use one camera and reposition it to match the orbit camera, this matches the regular game behaviour of switching between the game camera and debug cam Marked some button lists as non static so domain reloads can be disabled, still has some issues
2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
Server compile fix
2 Months Ago
Fixed the alignment and size of all the tropical island map markers
2 Months Ago
Added debug.disableFoliageInstancingWhileLoading (was already suspended while Rust.Application.isLoading was true but that won't cover transitioning to the deep sea)
2 Months Ago
Add debug.disableWaterRenderingWhileLoading, experimenting with some stuff to try and diagnose crash when entering deep sea
2 Months Ago
Fixed a misaligned fog image id preventing deep sea fog from loading when connecting to a server
2 Months Ago
Wrap last MeshCull changes behind useDetailedRendererBatchCullingCheck convar for accurate a/b
2 Months Ago
Possibly fixed MeshCull objects not being affected by occlusion culling
2 Months Ago
Culling.env is no longer admin only Added culling.skinnedRenderers, controls the player/animals culling system Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
2 Months Ago
Merge from food_qol
2 Months Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
2 Months Ago
Merge from main
2 Months Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
2 Months Ago
Merge from parent
2 Months Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
2 Months Ago
Fixed missing ghost ship map marker
2 Months Ago
Merge from fog_multithread_fix
2 Months Ago
Move test scene
2 Months Ago
Compile fix
2 Months Ago
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
2 Months Ago
Expose shortcut Terrain/Bake Heightmap in shortcuts window
2 Months Ago
Saving/loading
2 Months Ago
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
2 Months Ago
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
2 Months Ago
Forgot to commit changes from yesterday, added a score HUD
2 Months Ago
Added a new chest at each base that can be looted by the opposing team, contains high value data that respawns every 30s
2 Months Ago
Show on the item info panel if data can't be redeemed
2 Months Ago
Add data spawns to all of the loot spawners
2 Months Ago
Added new GameModeAdditiveLootGroup component, can insert extra game mode specific items to loot spawns
2 Months Ago
Fixed players being killed on save/load Update clan data immediately when score changes Allow data to be stacked up to 5
2 Months Ago
Add small and medium data items Insert a medium data item into a players corpse if killed by someone on the opposite clan
2 Months Ago
Clan scores
2 Months Ago
Boilerplate loot item and deposit entity
2 Months Ago
Fix NRE when in build priv zone
2 Months Ago
Initialise the game mode after the clan system is started in Bootstrap Switched team system over to clan system
2 Months Ago
Alow tech trees to declare their own name Fix position of snow jacket