userJarryd Campicancel

12,277 Commits over 2,527 Days - 0.20cph!

39 Days Ago
Merge from main
39 Days Ago
Possible fix for team member UI displaying incorrect values when spectating
39 Days Ago
Reapplying changes from map_perf_improvements, the merge for that branch was too messy so I'll just reapply the changes with the new vending machine UI in mind The test scene for these changes is 4 clusters of 100 vending machines each, baseline takes 109ms with 3.1mb of GC to populate the map Don't spawn the child vending machine icons for the cluster icons, they're not used anymore so this saves a huge amount of instantiations (saves 2.5mb of allocations and 91ms) Convert the material params in MapView update into cached ints (saves 0.06ms every frame while map is open) Add a Poolable component to the ShopMarker and Shop marker cluster Fix the client side vending machine data not getting returned to the pool when a marker is populated Converted the drone marketplace map view to spawn the child vending machine markers on demand rather than when the map is opened and closed Final result: 6.56ms and 35.2kb of GC
39 Days Ago
Merge from main (right branch this time, lots of conflicts)
39 Days Ago
Merge from main
39 Days Ago
Cleanup on disconnect
39 Days Ago
Make the paths a little more transparent
39 Days Ago
Nexus ferry path stub, wont implement for this update
39 Days Ago
Refactor to support including more ocean paths Added support for showing harbor approaches
39 Days Ago
Unsaved work, change the bundle manifest to a straight list of bundle names as the new build process doesn't produce manifests
42 Days Ago
Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
42 Days Ago
Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
42 Days Ago
Tests for a standalone LOD baker using the UnwrapBaker system
43 Days Ago
Support MaterialSetup component
43 Days Ago
Unsaved
43 Days Ago
Grounded layer hookup
43 Days Ago
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab) Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
43 Days Ago
Fixed collapse not working with skinned objects, not casting shadows
44 Days Ago
Various fixes, move to PrefabPreProcess so it gets run once per prefab
44 Days Ago
Added egress state to debug_cargo_state debug_cargo_status and debug_info no longer need to be called from in-game
44 Days Ago
Two cargo ship movement fixes: -Fix the cargo ship no longer being able to egress if it was saved/loaded while egressing (it's possible this has never worked). It would just keep sailing away forever (and start venturing into NaN positions). -Fix a case where the cargo ship would not be able to rotate to face it's desired waypoint if it spawned facing perfectly away from the waypoint. The cargo ship rotation logic would not work if the ship was facing the completely opposite direction, it now receives a bit of a nudge if this ever happens to ensure it can start to rotate. This would have likely caused newly created cargo ships to rarely get stuck at their spawn point.
44 Days Ago
Another compile fix
44 Days Ago
Server compile fix
45 Days Ago
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely. Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow. Some initial results: Launch site goes from 30,409 transforms to 21,131 Outpost goes from 11,850 -> 9,633 Harbor_1 goes from 17,233 -> 13,125 That's a total saving of over 15k transforms, renderers, filters just from three monuments!
45 Days Ago
Fixed manifest not being included, still not loading
45 Days Ago
Full manifest rebuild
45 Days Ago
New attempt - load all preprocessed prefabs into a dedicated client/server scene and include that in the build Created new FileSystem backend that is mostly working, builds are done via Builds/PreProcess/ menu
45 Days Ago
More build cleanup, not much progress
46 Days Ago
New idea: what if we saved preprocessed versions of all of our prefabs outside of the assets folder?
46 Days Ago
Finally got a maybe working bundle out of this, still way too slow
46 Days Ago
Turn off root motion on viewmodel camera animator
46 Days Ago
Fix missions UI always appearing when a player connects to a server with BaseMission.missionsenabled set to false
46 Days Ago
Merge from parent
46 Days Ago
Add support for the new has ammo layer on newer viewmodels to the Viewmodels test scene
46 Days Ago
Rename legacy animator field
46 Days Ago
Add admire support to the Viewmodels scene
46 Days Ago
Remove admire->idle transition
46 Days Ago
Add ViewmodelCameraAnimationSync component to sync the camera anim to the regular viewmodel anim Setup on p17
46 Days Ago
Better parameters in FindAssets method, fix compile errors after merge
46 Days Ago
Merge from main (reviving this for hackweek)
48 Days Ago
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49 Days Ago
Use RaycastCommands for LaserBeams as well, turns cost of laser beam updates from 0.2ms to 0.1ms in outpost
49 Days Ago
First pass on moving the sound occlusion system into jobs now that we're on an updated version of unity Keeps the frequency the same but moves all raycasts into RaycastCommands with a max of 10 hits Can be toggled on and off at runtime via SoundOcclusion.useThreadedCommands convar
49 Days Ago
Fix junkpile_water_b and c getting their colliders stripped on the server, leading to items falling through the junkpile Fix junkpile_water_a not properly removing components (this one already worked ok as far as dropping items)
50 Days Ago
Delete the sks item skin asset, prevents it from being crafted as a SAR skin Update skin list
50 Days Ago
WIP sending a special death info to the player when they die due to sleeping in a safe zone
50 Days Ago
Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true Also optimised the health bar update method to remove an 80b/frame allocation and a 90b/frame allocation when looking at a building block (regardless of the ADS setting)
50 Days Ago
Unsaved