userJarryd Campicancel

12,675 Commits over 2,315 Days - 0.23cph!

Today
Merge from puzzle_reset_hotfix
Today
Another attempt at arctic rad zone issue
Today
Fixed InvalidOperationException in radiation damage
Today
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Today
Fixed unpowered fridges in arctic biome not cooling food
Today
Merge from puzzle_reset_hotfix
Yesterday
Remove leftover log
Yesterday
Apply an additional 25 damage per puzzle reset tick to all players in the inner radiation range once the radiation reaches it's peak level
Yesterday
Reduced monumentPuzzleResetRadiationPlayerEmptyTime from 5m -> 2m Reduced monumentPuzzleResetRadiationPreResetTime from 10m -> 5m Brings total possible radiation time from 15m -> 7m
Yesterday
Reduced monumentPuzzleResetRadiationAmount from 100 -> 3 (inner radiation sphere) Fixed the outer smaller radiation area going straight to 10, it now ramps in like the inner sphere over time
Yesterday
Add IgnoreAboveGroundPlayers option to TriggerRadiation, uses the IsUnderground check on BaseEntity which won't work in some cases (like noclipping under the terrain). It's what we use for the equivalent check on the puzzle reset If a PuzzleReset is set to ignoreAboveGroundPlayers it will now pass that along to it's radiation zone Airfield will now ignore above ground players Puzzles will now start counting time spent empty with rads active once any radiation is active, not just once radiation is fully activated Don't send the puzzle reset warnings to players that are above ground on a monument set to ignore above ground players
Yesterday
monumentPuzzleResetWarnings is now on by default and saved
Yesterday
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true Would need to relog to see the difference
Yesterday
Allow MeshLOD and RendererLOD components to use the occlusion culling system if they have a RendererBatch component but the RendererBatch won't work (eg. not marked r/w, too many tries, etc.) When standing at the edge of trainyard or outpost and looking directly at a wall (when you would expect the majority of assets to cull) this seems to cull a huge amount of renderers Compound goes from 4.4m tris and 1347 SetPass calls to 2.2m tris and 829 SetPass calls Trainyard goes from 5.5m tris and 1538 SetPass calls to 1.8m tris and 726 SetPass calls MeshCull seems to be working correctly on paper but still seems to be rendering when I would expect it to be culled, so there may be more gains to be had here
Yesterday
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
Yesterday
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game
Yesterday
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3 Days Ago
Remove GIbbable components from immortal NPC vending machines Seems to cause some issue when loading a save in client+server mode
3 Days Ago
Merge from minifridge
3 Days Ago
Setup mini fridge softcore corpse
3 Days Ago
Converted Minifridge to MeshLOD, match fridge LOD range
3 Days Ago
Merge from main
3 Days Ago
Merge from island_scenes
3 Days Ago
Fixed the AI boat triggers on the islands as well, S2P everything
3 Days Ago
Merge from parent
3 Days Ago
Merge from floating_cities
3 Days Ago
Fixed death screen fade not working correctly in deep sea
3 Days Ago
Merge from naval_update/floating_cities
3 Days Ago
Fix boat avoid triggers on floating cities not marked as triggers, causing players to get yeeted out of every floating city at high speed Added DynamicSafeZoneArea to floating cities, triggers the hostile top right warning indicator when close to the floating city
3 Days Ago
Merge from parent
3 Days Ago
Show a right click context option to add the selected item to the current tech tree graph
3 Days Ago
Merge from rpg_skin
3 Days Ago
Fixed death screen not showing rocket icons from the RPG skin
3 Days Ago
Merge from main
3 Days Ago
Fixed tech tree editor window populate buttons not working
4 Days Ago
Fixed incorrect elevator power usage
4 Days Ago
Merge from hackweek_boxsorting
4 Days Ago
Enabled sorting on all DLC storage items (including all barrels)
4 Days Ago
Merge from main
4 Days Ago
Fixed translation not working
4 Days Ago
Merge from puzzle_reset_changes
4 Days Ago
Phrases
4 Days Ago
Added a toast if the player is in range of a monument resetting to tell them to leave, off by default (server.monumentPuzzleResetWarnings)
5 Days Ago
Merge from rpg_skin
5 Days Ago
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
5 Days Ago
Ghost ships now show a map marker Fixed rotation of deep sea island icons
5 Days Ago
Merge from floating_cities
5 Days Ago
S2P all FC's + HLOD
5 Days Ago
Fixed some missing farm access dialogue
5 Days Ago
Missing file