userJarryd Campicancel
reporust_rebootcancel

10,925 Commits over 1,950 Days - 0.23cph!

43 Days Ago
Adjust the lower bounds of the world deploy volume of elevators so they can more easily be placed on foundations that are close to the terrain
43 Days Ago
PrefabReplacer now has a string lookup mode as well as it's normal selection mode String lookup mode can include inactive objects, as well as exact matches All replaces done with this tool now support a single undo operation (eg. replace 4 objects with a prefab, a single undo will undo all 4)
43 Days Ago
Merge from main
43 Days Ago
Add Facepunch.AdditiveTimeline plugin
43 Days Ago
Merge from set_local_player_visible
43 Days Ago
Merge from demo_shot_delete_fix
43 Days Ago
Fixed error when deleting a folder with demo shots inside
43 Days Ago
Camera recording convars now only save pos/rot/scale and fov changes in the resulting animation file
43 Days Ago
ForceDetailColour script now defaults to white with 100% alpha
43 Days Ago
SaveShotFolderAsAnim command now accepts a string parameter, if provided only shots in the provided folder will be saved. Passing no string will save shots in the root folder Added SaveAllShotsAsAnim, exports all shots regardless of folder
43 Days Ago
Fixed shield inputs being processed while inventory is open Fixed shield deploying when it shouldn't if the shield was placed in the backpack slot while an incompatible held entity is equipped
43 Days Ago
Fixed holstered shields parenting to the spine bone with a 70m offset
43 Days Ago
Item icons
43 Days Ago
Wooden shield variant setup
43 Days Ago
Set up improvised shield prefab variants
43 Days Ago
Merge from main
44 Days Ago
Show vending machine names in the F1 UGC panel
44 Days Ago
Deleted underwater_divesites scene folder, all divesites now use a prefab based workflow
44 Days Ago
Applied a force include SceneToPrefabTag to the rocks root in most affected monuments (rocks were being ignored by HLOD because their root was below the cutoff for HLOD generation) S2P Trainyard, Arctic Research Base, Satellite DIsh, Powerplant, NMS, Military Tunnel, Lighthouse, Harbor 1
44 Days Ago
More accurate HLOD warnings for renderer setup issues (missing materials, mismatched submesh counts, etc) Fixed "Create HLOD" button on HLODBounds component reusing previous bakes
44 Days Ago
Revert radtown scene to version from radtown_fixes, has more up to date fixes
44 Days Ago
Merge from radtown_monument_fixes
44 Days Ago
Added a ServerTick method to HeldEntity, called when the player is holding it Added server side shield positioning to approximately map where the shield will be on the server to match the client (as held entities just get parented to the root on the server but we need accurate positioning for this) Shields can now take hits from server side projectiles like auto turrets and NPC's
45 Days Ago
Some folder restructuring now that we have actual assets
45 Days Ago
Reapply animator changes
45 Days Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
45 Days Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
45 Days Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
45 Days Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
46 Days Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
46 Days Ago
Fixed some placeholder stuff for gesture slots that are empty
46 Days Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
46 Days Ago
Merge from main
46 Days Ago
Revert WaterSystem.cs to the version from main, should make merges easier. Looks like it was missing a bunch of stuff due to various botched merges over the years
46 Days Ago
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
46 Days Ago
Fixed large stables vendor getting killed on server restart
47 Days Ago
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47 Days Ago
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48 Days Ago
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49 Days Ago
Reverted the divemaster missions to a max 500m Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
49 Days Ago
Experimenting with some ore resource entity optimisations Remove all children (except for foliage displacement on client) Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore Removed a SendMessage Automated upgrade process Only applied to ore_stone for testing so far
49 Days Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
50 Days Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
50 Days Ago
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
50 Days Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
50 Days Ago
Remove the mention of floating bottles on the load screen tips
50 Days Ago
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
50 Days Ago
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50 Days Ago
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50 Days Ago
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