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12,358 Commits over 2,101 Days - 0.25cph!

12 Months Ago
Nexus ferry path stub, wont implement for this update
12 Months Ago
Refactor to support including more ocean paths Added support for showing harbor approaches
12 Months Ago
Unsaved work, change the bundle manifest to a straight list of bundle names as the new build process doesn't produce manifests
12 Months Ago
Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
12 Months Ago
Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
12 Months Ago
Tests for a standalone LOD baker using the UnwrapBaker system
12 Months Ago
Support MaterialSetup component
12 Months Ago
Unsaved
12 Months Ago
Grounded layer hookup
12 Months Ago
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab) Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
12 Months Ago
Fixed collapse not working with skinned objects, not casting shadows
12 Months Ago
Various fixes, move to PrefabPreProcess so it gets run once per prefab
12 Months Ago
Added egress state to debug_cargo_state debug_cargo_status and debug_info no longer need to be called from in-game
12 Months Ago
Two cargo ship movement fixes: -Fix the cargo ship no longer being able to egress if it was saved/loaded while egressing (it's possible this has never worked). It would just keep sailing away forever (and start venturing into NaN positions). -Fix a case where the cargo ship would not be able to rotate to face it's desired waypoint if it spawned facing perfectly away from the waypoint. The cargo ship rotation logic would not work if the ship was facing the completely opposite direction, it now receives a bit of a nudge if this ever happens to ensure it can start to rotate. This would have likely caused newly created cargo ships to rarely get stuck at their spawn point.
12 Months Ago
Another compile fix
12 Months Ago
Server compile fix
12 Months Ago
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely. Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow. Some initial results: Launch site goes from 30,409 transforms to 21,131 Outpost goes from 11,850 -> 9,633 Harbor_1 goes from 17,233 -> 13,125 That's a total saving of over 15k transforms, renderers, filters just from three monuments!
12 Months Ago
Fixed manifest not being included, still not loading
12 Months Ago
Full manifest rebuild
12 Months Ago
New attempt - load all preprocessed prefabs into a dedicated client/server scene and include that in the build Created new FileSystem backend that is mostly working, builds are done via Builds/PreProcess/ menu
12 Months Ago
More build cleanup, not much progress
12 Months Ago
New idea: what if we saved preprocessed versions of all of our prefabs outside of the assets folder?
12 Months Ago
Finally got a maybe working bundle out of this, still way too slow
12 Months Ago
Turn off root motion on viewmodel camera animator
12 Months Ago
Fix missions UI always appearing when a player connects to a server with BaseMission.missionsenabled set to false
12 Months Ago
Merge from parent
12 Months Ago
Add support for the new has ammo layer on newer viewmodels to the Viewmodels test scene
12 Months Ago
Rename legacy animator field
12 Months Ago
Add admire support to the Viewmodels scene
12 Months Ago
Remove admire->idle transition
12 Months Ago
Add ViewmodelCameraAnimationSync component to sync the camera anim to the regular viewmodel anim Setup on p17
12 Months Ago
Better parameters in FindAssets method, fix compile errors after merge
12 Months Ago
Merge from main (reviving this for hackweek)
12 Months Ago
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12 Months Ago
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12 Months Ago
Use RaycastCommands for LaserBeams as well, turns cost of laser beam updates from 0.2ms to 0.1ms in outpost
12 Months Ago
First pass on moving the sound occlusion system into jobs now that we're on an updated version of unity Keeps the frequency the same but moves all raycasts into RaycastCommands with a max of 10 hits Can be toggled on and off at runtime via SoundOcclusion.useThreadedCommands convar
12 Months Ago
Fix junkpile_water_b and c getting their colliders stripped on the server, leading to items falling through the junkpile Fix junkpile_water_a not properly removing components (this one already worked ok as far as dropping items)
12 Months Ago
Delete the sks item skin asset, prevents it from being crafted as a SAR skin Update skin list
12 Months Ago
WIP sending a special death info to the player when they die due to sleeping in a safe zone
12 Months Ago
Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true Also optimised the health bar update method to remove an 80b/frame allocation and a 90b/frame allocation when looking at a building block (regardless of the ADS setting)
12 Months Ago
Unsaved
12 Months Ago
Send the cargo ship patrol path to the player, render it on the map
12 Months Ago
Better fix, roll the ladder root into the same entity flag toggle as the netting as we want to show them together S2P harbor_1
12 Months Ago
Move the ladder on the rotating crane into a new root and toggle it via an entity flag toggle so it's only visible on the crane on the shore side
12 Months Ago
Added a new CanvasLineRenderer component that draws a line into canvas space given a series of positions. Supports a tiling UV and tesselation in the corners to smooth things out
12 Months Ago
One more tweak, align both condensed and normal versions with the same right offset on the amount text so we can maximise the size of the font
12 Months Ago
Spacing tweaks
12 Months Ago
Use the condensed item pickup notice when displaying a pickup greater than the stack size of the item Condensed item pickup notice amount text so it's more legible