userJarryd Campicancel
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13,301 Commits over 2,407 Days - 0.23cph!

3 Months Ago
Magnet crane can now sleep Seems to take a couple of tries to actually settle once a player dismounts Had to add some box colliders to replace the wheels otherwise the crane would sink into the ground once the wheels were disabled The one magnet crane on the map was taking 0.28ms each fixed update even when not in use and was the slowest part of the fixed update, now takes 0.06ms once sleeping
3 Months Ago
Merge from farm_plant_respawn_fix
3 Months Ago
Merge from naval_update
3 Months Ago
Reduce underwater_drag_budget_ms default to 0.05 (was 0.1)
3 Months Ago
Disable nav mesh obstacle carving on LootContainers spawned in the deep sea (can be controlled with debug.disableLootNavObstaclesInDeepSea convar) Strip all NavMeshObstacles on floating cities
3 Months Ago
Merge from naval_update
3 Months Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
3 Months Ago
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3 Months Ago
Merge from naval_update
3 Months Ago
Merge from nav_optimisation Bump radius to 200m just to be safe
3 Months Ago
Move the player check up to ScientistNP2 and disable the FSM as well
3 Months Ago
Don't run LimitedTurnNavAgent if there are no players within 150m Check every 5s
3 Months Ago
Static planter boxes in the deep sea (farm barge) spawn their plants ripe and will respawn them every 2 minutes
3 Months Ago
Merge from naval_update
3 Months Ago
Fix casino npc not hooked up to vending machine S2P all floating cities
3 Months Ago
Adjust scale of deep sea ghost ship markers
3 Months Ago
Fixed warning spam on space LR
3 Months Ago
Merge from lr_canvas_rework
3 Months Ago
Hooked up low ammo and burst indicators
3 Months Ago
First pass on overhauling the space LR readout to work with regular renderers and not canvases as canvas world space rendering completely breaks down at world edges and in the deep sea Baked out a texture for the LCD font, made a material and quad per digit
3 Months Ago
Merge from naval_update
3 Months Ago
Wrap the bag parenting logic behind a convar that's on by default just in case (debug.bag_respawn_parenting) as it's a little risky
3 Months Ago
When respawning on a sleeping bag that is parented to a player boat, parent the player to the boat immediately on spawning instead of waiting for the parenting volume to pick it up Hopefully fixes cases of getting stuck clipping when spawning close to a solid object while the boat is in motion
3 Months Ago
Sail canvas collider now ignores player movement, prevents players geting stuck Switch the boat planner material to Rust Standard/Cloth, fixes wacky motion blur
3 Months Ago
Add a death screen icon for the new scientist
3 Months Ago
Protobuf, codegen
3 Months Ago
Merge from main (will need fixes)
3 Months Ago
Merge from main
3 Months Ago
Clamp the cannon pitch and yaw to zero on the client as the camera eye controller was still being run and rotating around even though we couldn't see it since the cannon takes over the camera Fixes the player spinning around when dismounting the cannon
3 Months Ago
Standardised cannon LODs
3 Months Ago
Fixed coconut world spawn with wrong label FIxed wrong item id on coconut item
3 Months Ago
Disable the local player body if looking up in a cannon at an extreme angle, prevents the player body clipping into the camera
3 Months Ago
Fixed incorrect id's on two deep sea dwellings
3 Months Ago
Merge from naval_update
3 Months Ago
Fixed trailing whitespace on deploy animation state causing a state could not be found warning when deploying the planner viewmodel
3 Months Ago
Can no longer use the spray can on modular boats
3 Months Ago
Added debug.showAllCullingVolumes, overrides the culling volume behaviour and forces everything to show regardless of camera position (although the underlying LOD components could still cull themselves based on distance settings) Admin only
3 Months Ago
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3 Months Ago
AddIslandBounds now uses a TryAdd, unsure how duplicates are ending up here
3 Months Ago
Merge from main HoldType.Construction override controller conflicted, used the version on this branch as it's more likely to be up to date with newer animations building_planner.entity conflicted, used the version from main PlayerAnimation.controller, 1module_cockpit_with_engine, player_model, PlayerModel.cs and PlayerModel.IK.cs all merged with no issues
3 Months Ago
Merge from naval_update
3 Months Ago
Fixed mainland fog of war being cleared when deep sea closes
3 Months Ago
Null check in TerrainPath:FindClosest
3 Months Ago
Add PT Boats to deep sea vehicle whitelist
3 Months Ago
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3 Months Ago
Fixed incorrect layer on small ramp trigger allowing opening into construction Don't allow ramp to be extended if there are static world objects in it's bounds Show a blocked interaction prompt if the ramp cannot be extended
3 Months Ago
Merge from naval_update
3 Months Ago
Hardcode debug.disable_distant_sleepers to false, just want to rule it out of contributing to animator issues
3 Months Ago
Reset _activeAnimatorController in OnDisable, fixes hold type not updating properly after a player model has been pooled
3 Months Ago
Fixed boat splash fx not turning back on when a camera re-enters range