userJarryd Campicancel
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10,967 Commits over 1,950 Days - 0.23cph!

1 Year Ago
Adjusted the eyelids on the small trophy so the eye doesn't clip through the eyelids and give me nightmares Only save clothing on the head item if it covers the various head slots
1 Year Ago
Placement improvements, tutorial should now be mostly completable with new mesh
1 Year Ago
Save the baked foliage into a special mesh that just stores data. Just baking the generated meshes to disk would take up about 250mb of memory in meshes, saving the positions straight into a serialized asset was tanking editor performance, so the positions of each foliage piece are saved as vertices in a data mesh Load the foliage on the client when loading into the tutorial
1 Year Ago
Replicate shadow casting and layers
1 Year Ago
Added ability to load saved foliage
1 Year Ago
Copy splat settings to material
1 Year Ago
Poster prefab cleanup
1 Year Ago
Add clear option to poster
1 Year Ago
Wanted poster setup Fixed some trophy exceptions
1 Year Ago
Merge from main
1 Year Ago
More foliage tests
1 Year Ago
Some progress bars
1 Year Ago
Foliage baker can now bake down the currently loaded foliage into mesh assets to be saved to disk
1 Year Ago
Merge from tutorial_island/foliage
1 Year Ago
First attempt at moving over the contents of the scene into the prefab Some light scene reorg to better support this transfer in the future
1 Year Ago
First pass on a mesh export of the terrain, mostly copied terrain shader across (see Tutorial Island_mesh in scene)
1 Year Ago
Adjust size of tutorial island prefab to match new design Also adjusted network group handling to match
1 Year Ago
Merge from main
1 Year Ago
Turn off night vision goggles if mounted on a trophy
1 Year Ago
Small trophy font fixes Large trophy deployment fixes
1 Year Ago
Fixed wanted poster renderer not working if player hadn't opened the inventory yet in that session
1 Year Ago
Wanted poster person picker will now display players marked as an enemy in the contacts system
1 Year Ago
Show translated name on crosshair interaction option, even if phrases haven't been built yet
1 Year Ago
Added the ability to clear a trophy, resetting it to it's original state
1 Year Ago
Show a name tag on trophies
1 Year Ago
Workbench description update
1 Year Ago
Server warnings to explain what's happening if the player ends the tutorial while god mode is active
1 Year Ago
Import Terrain to Mesh
1 Year Ago
First pass on a way to bake foliage into a scene at edit time Uses new FoliageBaker component, use Bake and Clear buttons in editor to wipe the foliage and regenerate it Created new foliage.v3_tutorial foliage spawn config with the appropriate components added, still has all of the foliage on the foliage.v3 object
1 Year Ago
Trees placed by hand in the editor will now display their LOD0 mesh instead of just being invisible
1 Year Ago
Reworked trophy head submit process
1 Year Ago
Poster respects streamer mode
1 Year Ago
Merge from base_decor_dlc/poster
1 Year Ago
Add a post volume for the poster snapshot process
1 Year Ago
Ugc browser compatibility
1 Year Ago
Hook up to the friends picker for now
1 Year Ago
Switch to a canvas instead of a renderer, store player name
1 Year Ago
Steal a bunch of logic from the photoframe
1 Year Ago
Initial tests
1 Year Ago
Merge from base_decor_dlc/trophies
1 Year Ago
Compile fixes
1 Year Ago
Track horse breed with trophy, display appropriate breed
1 Year Ago
Horse trophy fixes
1 Year Ago
Fixed head not being harvested on last gather hit Fixed missing give notice
1 Year Ago
Remove model prefabs
1 Year Ago
Codegen, trophy items
1 Year Ago
Merge from base_decor_dlc
1 Year Ago
Set up dlc steam item and assigned to current items
1 Year Ago
Adjusted both planter volumes to lift slightly off the ground and stop intersecting with the floor Moved in the wheels on the cart planter so the player stops trying to climb the side of the cart Fixed bathtub planter colliders getting removed from the server Removed bath tub art prefab
1 Year Ago
Reapply changes from ghost_sheet_fixes (move cloth bone controllers to a separate gameobject that is turned on and off via GameObjectLOD instead of turning off the LOD0 mesh entirely)