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13,194 Commits over 2,407 Days - 0.23cph!

35 Days Ago
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35 Days Ago
Merge from naval_update
35 Days Ago
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35 Days Ago
Merge from main
35 Days Ago
Merge from sprinkler_vis_refactor
35 Days Ago
SceneToPrefabTag can now be used on LOD components that are are part of a CuillingVolume to ensure they are part of the final generated HLOD mesh Fixed an order of execution issue with CullingVolumes and LODMasterMesh when an entity with these components was spawned as part of map load (likely only an editor only issue), resulting in LODComponents getting toggled before they are initialised, which would cause the LOD to fall back to default bounds and consider itself small Fixed a couple of curtain prefabs in the casino that were broken The exterior curtain now appears in the HLOD mesh S2P all floating cities
36 Days Ago
Merge from main
36 Days Ago
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks Tests now pass
36 Days Ago
Merge from parent
36 Days Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
37 Days Ago
Added a cached list of dynamic objects in range of the sprinkler, only check line of sight if they move 1m away from their last position Will remove any cost for splashing dynamic, non-moving objects (sleepers, dud explosives, idle players, etc)
37 Days Ago
Possible refactor of how we handle finding Splashable entities for the sprinkler Uses a new SplashableStaticGrid that supports updating grid positions of deployables that are parented to moving objects (like boats) Use a new trigger attached to the sprinkler for dynamic entities (players, explosives, bees, etc), this actually results in much more responsive behaviour This removes the expensive Vis.Entities but has unfortunately introduced a raycast on the dynamic entites for every splash, still needs some thought
37 Days Ago
Fixed small ramp colliders not on wood layer Increased resolution of auto generated collider mesh to fix some hioles that should be shootable
38 Days Ago
Map marker edit UI now appears above fog of war
38 Days Ago
Merge from naval_update
38 Days Ago
Merge from main
38 Days Ago
Inventory null check in Mailbox
38 Days Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
38 Days Ago
Only calculate position and scale once in ImpostorBatching
38 Days Ago
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
38 Days Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4
38 Days Ago
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator
38 Days Ago
Merge from main
55 Days Ago
Merge from naval_update
55 Days Ago
Fixed tutorial islands getting the wrong ID when loading a save
55 Days Ago
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
55 Days Ago
Merge from boat_water_fx_optim
55 Days Ago
Even more fx optimisations, move the blocks into a work queue and support breaking out mid processing if we take too long to avoid queue overruns Also added early returns for disabling fx (so fully occluded blocks are now effectively free) and bypassed the Angle calculation if a block is fully occluded
57 Days Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
57 Days Ago
Merge from naval_update
57 Days Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
57 Days Ago
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
57 Days Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
57 Days Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
57 Days Ago
Fixed boogie board LOD not marked as dynamic
57 Days Ago
Fixed every impact fx in the deep sea being sand
58 Days Ago
Merge from oven_optim
58 Days Ago
Compile fixes
58 Days Ago
Merge from parent
58 Days Ago
Merge from main
58 Days Ago
Merge from naval_update
58 Days Ago
Make cooking tests editor only for now
58 Days Ago
Merge from naval_update
58 Days Ago
Industrial NRE checks
58 Days Ago
Update tests to better reflect new update flow
58 Days Ago
Cache HasAttachedStorageAdaptor Don't mark items as dirty every update, only when they pass a 5s increment Eliminates most of the MarkDirty calls and brings the 1000 oven test case under the 0.25ms budget some of the time
58 Days Ago
Convert ovens to a persistent work queue, budgeted to 0.25ms by default In the 1000 oven test case this caps out at processing around 40-50 ovens a frame
58 Days Ago
Added quick add paths for creating byproducts (charcoal) and cooking results (cooked meat or frags, sulphur, etc) This skips creating a new item and triggering the MoveToContainer process if there is already a stack of that item that we can stack onto Reorder ConsumeFuel so that the fuel item is only marked dirty once (was happening twice) Takes the worst case oven cycle for 1000 ovens creating a new item in the same frame from 270kb alloc and 18.3ms to 0b alloc and 4.62ms
58 Days Ago
Added debug.spawnOvenStressTest, spawns 1000 ovens with wood and metal ore and turns them on
58 Days Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens