userJarryd Campicancel
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15,070 Commits over 2,649 Days - 0.24cph!

2 Months Ago
Merge from rendererlod_collapse_improvements
2 Months Ago
Merge from main
2 Months Ago
Merge from hlod_improvements_aug_26
2 Months Ago
Codegen
2 Months Ago
Remove some old debugging code
2 Months Ago
Regenerate all the HLODs in the game Had to resave all monument scenes, if there's any conflicts on other branches just discard this change as another S2P should fix the issue Created a new Scene2Prefab batch window, exposes all scenes with S2P and allows us batch generate HLODs/S2P
2 Months Ago
FIxed an issue where the to cull components on a HLOD mesh could get lost due to unity's dirty check Removed a runtime allocation when a HLOD mesh enters/exits range Improved handling of biome visual meshes when generating HLOD meshes, now uses the Temperate mesh if available for rendering the HLOD mesh but adds all biome visuals to the to cull list so they are disabled at range (could cause cliff flickering at a distance)
2 Months Ago
Merge from rendererlod_collapse_improvements
2 Months Ago
Fix NRE when using a planner that is placing a collapsed renderer
2 Months Ago
Add commands to select and direct a given NPC ai.selectnpc will select the npc in front of the player ai.movenpc will make the npc navigate to the point the player is looking at (takes a walk type sneak, walk, jog, run, sprint, fullsprint) ai.releasenpc stops the debug control Works on legacy AI and modern FSM based AI, needs to be manually added to every FSM AI but it's a one line change for each type
2 Months Ago
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2 Months Ago
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2 Months Ago
Merge from rendererlod_collapse_improvements
2 Months Ago
Adjust the position threshold for collapsing a RendererLOD A positional shift of > 0.000000001f on any axis used to prevent collapsing, updated to 0.0001f Catches a lot more renderers with no visual difference Fixed collapsed LODS switching to culling later than they should Fixed collapsed LODS not registering to environment culling
2 Months Ago
Merge from hlod_tex_sizes
2 Months Ago
Update the LOD baker to apply these sizes
2 Months Ago
Resized all HLOD normals and specular maps from 512 to 128, no visual difference that I can see Should save around 15mb of graphics memory
2 Months Ago
Add a rename dialog to livestock animals, can only be used while the animal is being led
2 Months Ago
Infant animals will now stay close to their mother
2 Months Ago
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging
2 Months Ago
All stats need to be >50% to allow breeding
2 Months Ago
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby Hooked up stats to crosshair display
2 Months Ago
Fixed sizing of stats widget
2 Months Ago
Livestock animals now sit while pregnant (so it's not just visible via UI) Vitals get frozen so they don't end up starving
2 Months Ago
Merge from unused_assets_tool
2 Months Ago
Removing/downsizing some big assets that aren't used as far as I can see Also got sidetracked looking through our LOD textures, many are too big: -Deleted explosion_2_high material with associated textures (191mb) -Deleted Temp_AssetStore_Crocodile.fbx (44mb) -Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb) -Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material) -Reduced battering ram and catapult LOD3 textures from 1024 -> 128 -Reduced floating city structure LOD textures from 1024 -> 256 -Reduced all floating city LOD textgures from 1024 -> 128 -RHIB lods from 1024 -> 256 -All Hemp LOD textures from 512 -> 256 -Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?) -Pumping station LOD textures 512 -> 256 -Rentable shops LOD textures 1024 -> 256 -Wrecked sedan LOD textures 512 -> 256 -Siege tower LOD materials 2048 -> 256
2 Months Ago
Merge from main
2 Months Ago
Merge from hide_services
2 Months Ago
Hide services menu no longer appears in the iteration speed section of the rust editor (it has nothing to do with iteration speed and unticking it is the undesired behaviour)
2 Months Ago
Merge from main
2 Months Ago
Hopefully prevent crash on boot from hide services change
2 Months Ago
Merge from main
2 Months Ago
Codegen
2 Months Ago
Refactored the timers on livestock animal into a new PersistentTimer class Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load Livestock now drop horse dung (might need a rename)
2 Months Ago
Codegen
2 Months Ago
Merge from main
2 Months Ago
Hooked up sheep sleeping anim
2 Months Ago
Cleanup, don't use obsolete SetFlags Fix animals moving while sleeping
2 Months Ago
New species asset for livestock Supports spawning a different prefab for male/female animals Setup for cows and sheep
2 Months Ago
Extracted all dog assets from Pets2 branch (so old it was problematic to update from main) Should include all models, materials and animations, as well as the entity prefabs with the entitiy class missing Also inlcudes harness models
2 Months Ago
Bull prefab setup
2 Months Ago
Fixed all animals set to female Added breeding fsm states
2 Months Ago
Cull the bone hierarchy on the building/boat planner on the server Should remove 17 gameobjects per planner on the server
2 Months Ago
Merge from sprinkler_fixes_aug_26
2 Months Ago
Merge from main
2 Months Ago
Fix sprinklers not spraying after a restart, and spraying without watering One behaviour change - a sprinkler now needs water >= 2 to run. It has always needed that to actually water things but previously it would still show the water spraying pfx if the sprinkler was receiving one water
2 Months Ago
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart They all fail right now Remove server.useLegacySprinklerLoadProcess, should no longer be needed
2 Months Ago
Updated the particle effects of the spray can to broadly match the texture being sprayed Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
2 Months Ago
Merge from vm_hand_spawn
2 Months Ago
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)