userJarryd Campicancel
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13,894 Commits over 2,527 Days - 0.23cph!

2 Years Ago
Fixed oven loot panels not working (incorrect compiler define) Safety check for EmissionToggle renderer collapses
2 Years Ago
Gesture collection is now a BaseScriptableObjet, doesn't need to be referenced by the BasePlayer
2 Years Ago
Merge from hackweek_renderlod_collapse
2 Years Ago
Added a MapRenderer.DebugLabs convar to debug lab rendering issues in a build
2 Years Ago
Don't collapse renderers if they are part of a LightGroupAtTime
2 Years Ago
Example arctic hazmat setup (will need to be fixed before merging to main)
2 Years Ago
Better way to recognize the underlying skin renderer Update skin parameters when clothing changes so that skin colour is applied to any skin renderers that are part of the clothing viewmodel addition Revert shader shanges (they're in the history if we ever revisit the idea)
2 Years Ago
Merge from main
2 Years Ago
Fixed map renderers for dungeon cells (only used on xmas dungeons)
2 Years Ago
Fixed collapsed renderers never switching to their disabled state, causing slow performance degradation as players that leave monuments would never stop rendering those meshes Added a distance meter to the RendererLOD inspector to show the current camera distnace (will use in-game camera if game is running otherwise will use scene view position)
2 Years Ago
Convert harbor approach node error into a warning Fix player not being able to initialise if the boat paths are disabled
2 Years Ago
Merge from main
2 Years Ago
Fixed underwater labs not rendering (in theory, they don't seem to work at all in the editor?)
2 Years Ago
Fixed skull trophy error
2 Years Ago
Merge from main
2 Years Ago
Removed a log
2 Years Ago
Added the ability for a viewmodel to disable the arms skin mesh entirely, useful for clothing like hazmats where we never want to see the skin Added a clip mask feature to the skin shader, allows us to mask out a particular area of the hands Exposed a clip mask texture field on the ViewmodelClothing component so we can declare a mask per clothing item (eg. show the skin up to where a set of gloves begins, mask it out underneath the gloves though) Only current issue is that the clip mask doesn't work with the viewmodel camera, will need some shader help for that
2 Years Ago
Ensure collapsed renderers can still register with occlusion culling
2 Years Ago
Server compile fix
2 Years Ago
Added client.clampScreenShake convar (defaults to on) Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
2 Years Ago
Better socket deploy guide rotation
2 Years Ago
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim
2 Years Ago
Merge from main
2 Years Ago
Can now pick up empty campfire water purifiers, both water containers must be empty Entities that are deployed into slots (water purifiers, locks, etc) will now show an invalid deploy guide floating in front of the player instead of just showing nothing (the deploy guide was at 0,0,0)
2 Years Ago
Fixed skinnable items sometimes getting out of sync with their intended skin when their renderer is collapsed (sometimes leading to null materials) Run MaterialReplacement.Prepare as part of the collapse process, less workload during gameplay
2 Years Ago
Unsaved (thanks unity)
2 Years Ago
Rename
2 Years Ago
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type
2 Years Ago
Compile fix
2 Years Ago
Merge from hackweek_renderlod_collapse
2 Years Ago
Move the update markers and previous life refresh process to happen 1s after the player dies, while the map is fading in rather than the instant the player receives their death RPC No real visual change but moves the heavy processing to after the player has visually died More thorough profiler coverage over the life infographic section
2 Years Ago
Merge from main
2 Years Ago
Remove the Scene2Prefab components on the bbq, small refinery, furnace, large furnace and campfire prefabs in the LootPanels scene Changes made to these prefabs outside of this scene would be lost if we do a global S2P, sometimes leading to build breaking bugs
2 Years Ago
Set local scale to 1,1,1 on various wooden_crate props - used in lots of places and both child renderers were set to 0.99999994 scale on one axis, preventing collapsing. Will need a global S2P to take effect everywhere
2 Years Ago
Fixed trainyard as well
2 Years Ago
Fixed missing launch site HLOD generation
2 Years Ago
Merge from main
2 Years Ago
Auto run and toggle crouch will now hold their state when the player opens the chat
2 Years Ago
Fix some missing deploy guides
2 Years Ago
Fixed train tunnels not rendering properly on the map
2 Years Ago
TerrainHeightSet component now has support for Set (existing behaviour, will raise or lower terrain), Raise (will only bring terrain up, won't lower it) and Lower (will only lower terrain, won't raise it)
2 Years Ago
Industrial crafter now correctly gets collapsed
2 Years Ago
Collapse process will now update an EmissionToggle on the same object as the RendererLOD to reference the newly created renderer (fixes electric furnace)
2 Years Ago
Don't collapse a RendererLOD if any renderer has children Fix some method names
2 Years Ago
Subtract 97528, was meant to be shelved
2 Years Ago
child count check
2 Years Ago
Merge from hackweek_renderlod_collapse
2 Years Ago
Fix collapsed renderers briefly not having an assigned mesh immediately after PreProcess, fixes item skin previews not cropping properly
2 Years Ago
Expose radiation resistance on the consumable information panel Removed radiation exposure resistance from anti rad tea, it doesn't really work Now exclusively provides radiation damage resistance (15%,30%,45%)
2 Years Ago
Merge from hackweek_renderlod_collapse