userJarryd Campicancel
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15,141 Commits over 2,680 Days - 0.24cph!

Today
Fixed ExplosionsOverlay never properly resetting Fixed viewmodel shake not being applied properly
Today
Merge from main
Today
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset Going into a mode and back out should no longer write anything to the disk at all if no changes were made
Today
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
Today
Fix shears causing blood fx to appear when hitting a sheep
Today
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
Today
All deploy and door open/close effects now have MaxSpawnDistance components Most stop spawning around 40m 288 effects modified
Today
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance Needs some manual configuring still, curerntly flagging 1818 misconfigured effects Added an inspector UI to automatically add the component with the alculated max distance it should be set to Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
Today
Fixed binoculars screen effect not working with domain reload disabled
Today
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees) Exposed as an option on the container entity Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
Today
Add IFlattenKeepsChildren to CinematicScenePlaybackEntity, should fix broken camera position in tutorial cinematic in builds
Today
Merge from audio_import_changes
Today
Also applied to water footsteps
Today
Merge from audio_import_changes
Today
All footsteps + impact sfx are now decompressed in memory All ambience sfx is now streaming
Today
Remove "No marker above the terrain to spawn a new marker from position" log
Yesterday
Merge from splash_fx_fix
Yesterday
Fixed buoyancy points never respecting the nextSplashTime interval Moved the interval to the parent Buoyancy component so it's shared between all points and lowered the minimum time between splash fx to 0.1 Fixes audio cutting out when driving through storms (starved audio decoders)
5 Days Ago
DIsable blend shapes on collider_settings import preset
6 Days Ago
Starter car parts spawned in cars now spawn with 40-75% condition (was 15-50)
6 Days Ago
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6 Days Ago
Merge from wolf_eye
6 Days Ago
Adjusted the wolf night time eye effect to be more of a pale white instead of green Didn't change the other animal eyes visually but improved the LOD behaviour
6 Days Ago
Merge from livestock_animals (shears animations)
6 Days Ago
Merge from box_collider_authoring
6 Days Ago
Revert all biofuel asset changes and remove the test asset
6 Days Ago
Merge from main
7 Days Ago
ItemModEntity.playerOnlyEntityBeltOnly defaults to true
7 Days Ago
Disable storagecontainer.canrequireauthifnolock in softcore
7 Days Ago
Merge from boat_scientist_fix
7 Days Ago
If a boat controlled by an AI is ever flipped rotate it back right side up and don't dismount everyone (temp fix, need to figure out why they are flipping)
7 Days Ago
Fixed scientist spawned boats getting left behind once scientsts have been killed
7 Days Ago
Show BoxColliderBake component in inspector Remove source asset id field, now expects a diret reference to the model asset Remove menu items
7 Days Ago
Merge from livestock_animals
7 Days Ago
Fixed shears world model not playing deploy animation (was playing fire instead)
7 Days Ago
Possibly fixed double firing shears sfx and missing attack event warnings
7 Days Ago
Merge from main
8 Days Ago
Apply the new collision ref collision to biofuel generator (just for testing) Mark any mesh used for collision baking as ExcludeFromBundles so it won't be added to the build Fix BoxColliderBake component having different serialization layout when building
8 Days Ago
Merge from main
8 Days Ago
Merge from livestock_animals
8 Days Ago
Merge from shears
8 Days Ago
Add missing shears effects Update item description
8 Days Ago
Merge from CullWhenInside_vis_improvement
8 Days Ago
Updated CullWhenInside to run in a PersistentObjectWorkQueue with a 1s min lap time so it can't update too often. Has a 0.01ms budget so it generally can only process one a frame Reduced LODManager budget to 0.05ms from 0.1ms A large portion of LODManager ChangeLOD calls were spending all of their time in CullWhenInside due to it's expensive Vis check, by moving that out we should have more responsive LODs even with a smaller budget Introduces a small delay when building over bushes, but we gain 0.05ms overall
8 Days Ago
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8 Days Ago
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8 Days Ago
Merge from livestock_animals
8 Days Ago
Merge from shears
8 Days Ago
Updated description
8 Days Ago
Hitting a sheeps skin with shears won't hurt or startle them (still does small amounts of damage to other entities)