userJarryd Campicancel

12,385 Commits over 2,588 Days - 0.20cph!

2 Years Ago
Merge from map_perf_fixes
2 Years Ago
Removed Update method from IndependentScale component IndependentScale updates are now called from the Client class MapScaleIndependent updates are now called from the MapView Should save around 0.06ms during general gameplay, varying based on map size and number of markers
2 Years Ago
Don't run the vending machine map marker update if the map isn't open, should save about 0.09ms a frame, varying based on map size and number of vm's
2 Years Ago
Don't run the CanPlayerUseWires spherecast every frame if the player isn't looking at an IO entity
2 Years Ago
Fixed init order error
2 Years Ago
Shrink the start tutorial button in the options menu
2 Years Ago
Merge from getdefinitions_fix
2 Years Ago
Merge from dome_collider_fixes
2 Years Ago
Merge from vanilla_tc_gibs
2 Years Ago
Merge from binocular_chat
2 Years Ago
Fixed water overlay post effect getting stuck at NaN weight in playground scene
2 Years Ago
Added a new builtin radio station that just plays the fishing village song 24x7
2 Years Ago
More colour options
2 Years Ago
Added an outline to the icons and text labels on the health/hunger/thirst vitals so they are more legible in snow or very bright environments Didn't make a convar for this, it's not really noticeable in normal gameplay https://files.facepunch.com/jarryd/1b0911b1/Unity_HjUXjtuqai.jpg
2 Years Ago
Added ability to change the colour of mushrooms Coloured the snow particle accumulation layer as a temporary approach, would be best to adjust this at the texture level instead
2 Years Ago
Add a new accessibility section to the options menu, list all colour customisation options https://files.facepunch.com/jarryd/1b0811b1/Unity_i4M6UPzANS.jpg
2 Years Ago
Allow the player to modify the colour of the building blocked radius around monuments
2 Years Ago
Added support for changing nametag colours, with specific team, ally, enemy and clan colour options Also applies to colour of team mate markers on the map
2 Years Ago
Added convars to change the colour of tree hit markers and the health/thirst/hunger bars to a selection of preset colours for colorblind players Uses a new AccessibilityCollection data class to store options, currently implemented colour and material swap versions Each collection type has a corresponding component https://files.facepunch.com/jarryd/1b0811b1/Unity_87LQF6dyfh.jpg
2 Years Ago
Try/catch GetDefinitionsWithPricesAsync and print any errors as warnings so we can still see it happening but don't kick people from servers Run RefreshItemList on repair bench panel in OnOpened rather than OnEnable so it's not firing during asset warmup
2 Years Ago
Fixed some more custom mode edge cases Fixed condition sorting not producing deterministic results when comparing items that don't have condition WIP demo: https://files.facepunch.com/jarryd/1b0711b1/Unity_OwO8TrZeZp.mp4
2 Years Ago
Styling
2 Years Ago
Added an option to set the sorting language of a box to the current client language in the sorting settings, allows accurate alphabetic sorting for non-english languages For when you need to sort your Pierres from your Bois
2 Years Ago
Load all translations on the server so we can do language specific alphabetic sorting server side (hardcoded to english for now)
2 Years Ago
Added a way to opt out of automatic sorting, enables a button on the container to sort instead
2 Years Ago
Fixed sorting settings not getting immediately applied on the client side when changed
2 Years Ago
More custom fixes
2 Years Ago
Items not present in the custom snapshot are now last
2 Years Ago
Better handling of blueprints in custom sorting mode
2 Years Ago
Fixed snapshot not working reliably Better grid layout for custom mode Alphabetic sorting now works with blueprints (sorts based on name of the blueprint target)
2 Years Ago
Added custom sorting mode - uses a snapshot of the current state of the container and will try and recreate that Still WIP, has some issues
2 Years Ago
Profiling UI updates Added a stack option, will consolidate any possible item stacks prior to sorting Added a category option, mirrors order of F1 menu Added a new JarrydTestMap option
2 Years Ago
Added flex versions of all of the standard rust labels Added option to sort by count and condition Added option to reverse whatever sort is selected
2 Years Ago
Refactor sorting settings data storage, authoring UI now supports Apply/Cancel Don't show sorting config button if box doesn't have a storage adaptor
2 Years Ago
Baseline for a box sorting system Currently only works on large wooden box, can be configured from the loot panel Currently hardcoded to sort alphabetically by item shortname (more modes in future) Controlled by an attached storage adaptor (no adaptor = no sorting) Sorting removes empty slots between items Sort is applied any time the item list is modified, so while sorting is active items cannot be dragged around inside a container by a player
2 Years Ago
Potential SwapKeycard.UpdateAccessLevel fix
2 Years Ago
Fixed maincannonshell appearing untranslated on death screen when dying from bradley
2 Years Ago
Fixed binoculars overlay covering chat
2 Years Ago
Fixed shields not getting OnHolster callbacks
2 Years Ago
spawn.shielddummy command can now be passed true to make the dummy holster the shield Placeholder shield idle to fix foot IK Fixed gibs spawning parented to the player
2 Years Ago
Merge from elevator_collider_rework
2 Years Ago
Merge from main
2 Years Ago
Resolve import warnings on vanilla TC gibs Mark gibs as R/W and convert vanilla TC gibs to use primitives
2 Years Ago
SB TC now uses the deploy/destroy sounds of the retro TC
2 Years Ago
Merge from main
2 Years Ago
Reworked how we handle broken state, entity is now properly destroyed when a shield is broken rather than just becoming invisible Added debug.breakshield convar
2 Years Ago
Drop the shield when a player dies if it's equipped (like the current held entity) World model Compile fixes
2 Years Ago
Fixed some parts of ADS still working when a shield is equipped
2 Years Ago
Remove shield viewmodel component, set up placeholder animator states and surface logic there instead
2 Years Ago
Added some help text to the gesture picker