userJarryd Campicancel

13,034 Commits over 2,376 Days - 0.23cph!

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
2 Months Ago
Got building working at Team B monument
2 Months Ago
WIP auth support for team build zones, not working yet
2 Months Ago
Each team has their own spawn beach
2 Months Ago
Create game mode, create two teams on start and auto add new players to the lowest pop team
2 Months Ago
2 Months Ago
Paint ocean topology, fix errors
2 Months Ago
Get scene up and running, replace old static research/repair benches with modern versions
2 Months Ago
Removed the NonMatchingShadowCasting error for converting RendererLOD to MeshLOD since ew now support that Updated the converter to match the shadow casting values
2 Months Ago
Highlight the current lod level in the inspector for MeshLOD and RendererLOD while the game is running
2 Months Ago
Also include mesh stripping on Rust.Ai and Content directories
2 Months Ago
Added support for MeshLOD to disable shadows at specific LOD levels Fixed RendererLOD and MeshLOD last LOD sliders not accepting keyboard input
2 Months Ago
That's all folks
2 Months Ago
Almost done...
2 Months Ago
Even more...
2 Months Ago
More...
2 Months Ago
More...
2 Months Ago
Some more...
2 Months Ago
Uploading in multiple parts because plastic can't handle... multiple files
2 Months Ago
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts