userJarryd Campicancel

12,367 Commits over 2,588 Days - 0.20cph!

3 Hours Ago
Remove the Services window in the menu bar Add an option in the editor prefs to re-enable it if we need it
4 Hours Ago
Sleep state fix
4 Hours Ago
Merge pipes into a single mesh based on distance and matching material
6 Hours Ago
Unsaved, spawn grid command
Today
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
8 Days Ago
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
8 Days Ago
Fixed NVG scientist heads not appearing on trophies
8 Days Ago
Better fix, use a TerrainPlacementBlocked component
8 Days Ago
Subtract 160438, would have had unintended side effects
8 Days Ago
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there
8 Days Ago
Sleep fixes
8 Days Ago
Updated to use the correct arms only viewmodel
8 Days Ago
Stats boilerplate, save load Sleeping behaviour
10 Days Ago
Merge from main
10 Days Ago
Add checkbox to spawn a hand model at runtime on BaseViewModel Should allows us to delete the hand mesh from each viewmodel which is just a duplicated mesh, save some memory The hand mesh itself is pooled, didn't seem to make a huge performance difference Deleted hand model from building planner viewmodel as a test case
14 Days Ago
Fixed loot satellite clan event
14 Days Ago
Hooked up gas pumping sounds
15 Days Ago
Merge from PlayerMaintainedMonuments
15 Days Ago
S2P airfield
15 Days Ago
Subtract 159563 (will need to s2p to be safe)
15 Days Ago
Merge from PlayerMaintainedMonuments
15 Days Ago
Satellite launch computer now requires stage 4 power
15 Days Ago
Whoops, that should be stage 3 Also applied to small oil rig
15 Days Ago
Oil rig now requires stage 2 power plant level (50%)
15 Days Ago
Remove satellite event chat log
15 Days Ago
Unsaved
15 Days Ago
Fixed power icon on satellite computer
15 Days Ago
Added clan events: Turned on oil rig switch Turned on water treatment plant (awarded when the gear is consumed) Inserting a heavy fuse in power plant Launching a satellite Looting a satellite crate Scores wip
15 Days Ago
Removed strings in entity names of airdrop rate terminal and chinook call terminal This will break saves, better to do it before force wipe Demo compatibility layer should ensure demo compatibility
15 Days Ago
Doubled cull distance of airfield terminals
15 Days Ago
Merge from water_treatment_plant_maintainables
15 Days Ago
Merge from main
15 Days Ago
Expose where to implement an analytics event for fuse inserting
15 Days Ago
Fixed fuel tanks missing from HLOD at dome S2P SceneToPrefabTag inspector will now only show the SpecificLOD field if UseSpecificLOD mode is enabled
15 Days Ago
Merge from boombox_volume_interact
15 Days Ago
Icons
15 Days Ago
Added a raise/lower volume interact prompt to deployed boomboxes Moves in 20% increments, can't go lower than 20% volume, starts at 100%
15 Days Ago
Unsaved wip from yesterday
16 Days Ago
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
16 Days Ago
Remove an unused 2mb texture from the chicken coop UI
16 Days Ago
Boilerplate for animal breeding, triggered via console commands for now
16 Days Ago
Better transition if animal starts moving while grazing is ending
16 Days Ago
Merge from main
16 Days Ago
Nudge the air drop freq button over slightly
16 Days Ago
Merge from airfield_maintainable_features
16 Days Ago
Clean up the airfield debug convars
16 Days Ago
Fixed Pressbutton_compact animation not working Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge Enabled on both airfield terminals, triggered via a new button on the terminal
16 Days Ago
Livestock now gets saved, unlike other AI This has caused massive problems in the past, so yolo I guess FSM isn't saved/restored but we can probably get away with that
17 Days Ago
Livestok animals now flee if a loud noise like a gunshot is heard nearby
17 Days Ago
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee