userJarryd Campicancel
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13,108 Commits over 2,376 Days - 0.23cph!

8 Days Ago
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
8 Days Ago
Reactive target fixes Fixed ground watch floating in the air Simplified placement sockets to 4 corners and middle, expanded all sockets Fixed rotation axis
8 Days Ago
Mark easel_col as r/w
8 Days Ago
Merge from naval_update
8 Days Ago
Lowered HLOD distance of floating cities 200 -> 100
9 Days Ago
Update ignore list to include new boxes
9 Days Ago
Merge from storage_adaptor_box_collisions
9 Days Ago
Merge from main
9 Days Ago
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
9 Days Ago
Icon commit pt 2
9 Days Ago
Icon commit pt 1
9 Days Ago
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
9 Days Ago
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
9 Days Ago
Merge from main
9 Days Ago
Merge from naval_update
9 Days Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
9 Days Ago
Fixed NRE when disconnecting from a server while in the deep sea
9 Days Ago
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
10 Days Ago
Merge from UpdatedVisibleHolsteredItems_gc_fix
10 Days Ago
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
10 Days Ago
Replace TravellingVendor's FetchTargets Vis lookup with a quick iteration over subscribed connections, shuold be faster (in theory, couldn't reproduce slow physics in the editor)
10 Days Ago
Merge from main Conflicts on w_sks_rig.fbx and associated meta file, used the version from main as that's technically the latest but this will stomp the changes made in 129608 (29/08/2025) Auto merge PlayerModel.cs conflict
13 Days Ago
Merge from main
13 Days Ago
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
14 Days Ago
Merge from io_budgets
14 Days Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
14 Days Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
14 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
14 Days Ago
Convert steering wheel to MeshLOD
14 Days Ago
Merge from door_alloc_fix
14 Days Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
14 Days Ago
Merge from cctv_budget
14 Days Ago
Merge from main
15 Days Ago
Codegen so domain reload works
15 Days Ago
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
15 Days Ago
Merge from naval_update
15 Days Ago
Switch back to the mainland view on the map screen if it closes while open
15 Days Ago
Fixed ghost ship map markers rotation and scale
15 Days Ago
Death screen now switches back to the mainland if the deep sea closes for any reason
15 Days Ago
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
15 Days Ago
Merge from main
16 Days Ago
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16 Days Ago
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16 Days Ago
Merge from kinematic_asleep_magnet
16 Days Ago
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
16 Days Ago
Merge from dropped_item_optim
16 Days Ago
Rename queue budget
16 Days Ago
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
16 Days Ago
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16 Days Ago
Merge from naval_update