userJarryd Campicancel

15,177 Commits over 2,680 Days - 0.24cph!

4 Hours Ago
Player skin is now affected by rain, disabled drops so it's just shine
4 Hours Ago
Enforced a minimum visibility for rain, it was getting lost during the day
4 Hours Ago
Fixed some viewmodel rain effect issues * https://files.facepunch.com/jarryd-campi/2026/November/Unity_1QZcAB3TL7.mp4
4 Hours Ago
Added a new ambience system to play a rain on roof sfx when under cover during rain * Currently just using the one temp sfx, but has support for per physics material sfx so we could do rain on wood/metal/etc roof https://files.facepunch.com/jarryd-campi/2026/November/Unity_GIXWpMBA6y.mp4
4 Hours Ago
Apply wetness to terrain and foliage shaders, fade out based on foliage render range (looks bad at a distance) *Automatically inherited the rain grid functionality so terrain looks dry underneath solid objects https://files.facepunch.com/jarryd-campi/2026/November/Unity_OITx5EusZO.mp4
4 Hours Ago
Added a new rain benchmark, just flies through a lit structure with the rain enabled
Today
Added some noise and speed variance to pfx and wall/floor effects * https://files.facepunch.com/jarryd-campi/2026/November/Unity_PzCYQtMcz1.mp4
Today
Lower rain drop collisions to low quality, just use the rain collision grid we made yesterday (saves CPU time)
Today
Rain drops pick up lighting around them * https://files.facepunch.com/jarryd-campi/2026/November/Unity_dwa0rv3Zt0.mp4 https://files.facepunch.com/jarryd-campi/2026/November/Unity_Hf2pPVSJgl.mp4
Today
Make the rain particles themselves a bit longer and more visible
Yesterday
Wetness and rain drops on viewmodels, looks a bit jank
Yesterday
More perf work, rain calc now costs less than 0.01ms when camera is moving, free if stationary
Yesterday
Perf improvements
Yesterday
Added a RainShadowGrid - a grid of cells around the camera that store where the rain is hitting
Yesterday
Create a new rain wetness feature on the standard rust shader
Yesterday
Updated PoseTools for generic compatibility
Yesterday
Fixed missing foot IK on unarmed stand anim (presumably lost in player model update?)
Yesterday
Fix turn in place, warping on leg bones while sprinting
Yesterday
Converted the player model to use generic animations
4 Days Ago
Hook up sandbags prefab
5 Days Ago
Merge fix
5 Days Ago
Merge from main
5 Days Ago
BaseProjectiles will now always reset the hold type (and trigger the deploy animation) in third person when equipped, even if the player already had a matching weapon with the same animations equipped Fixes the reload continuing in third person when switching between identical guns
5 Days Ago
5 Days Ago
5 Days Ago
Reworked sprint metabolism system (for next wipe, todays wipe is just the flat 10% penalty) Increased sprintmetabolismscale to 1.3 (30%) Scale is now decided by a new stat on armour - Sprint Effort Added Sprint Effort to the more effective armour items - Roadsign, Heavy plate, ballistic WIP values for now: Metal facemask + chest plate + roadsign kilt + roadsign gloves = 100% Heavy Plate set = 100% Ballistic set (helmet + vest + legs) = 75% Wood set = 40% Naked, burlap or cloth basics = no penalty at all
5 Days Ago
Fixed Tomaha snowmobile throwing an Unsupported Type error when geetting prepared
5 Days Ago
Testing out converting our voice and radio streaming process to use Unity's new IAudioGenerator interface, performance seems underwhelming (our existing implementations are pretty fast) Just parking on a branch for posterity
5 Days Ago
Fixed hoppers not collecting body bags
6 Days Ago
Fix harmless ch47 sounds NRE when disconnecting from a server
6 Days Ago
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6 Days Ago
Merge from ballista_bolt_fix
6 Days Ago
Fixed ballista bolts not working (regression)
6 Days Ago
Merge from audio_import_changes
6 Days Ago
Mark all animal footsteps and cow moos as decompress on load
6 Days Ago
Fixed ExplosionsOverlay never properly resetting Fixed viewmodel shake not being applied properly
6 Days Ago
Merge from main
6 Days Ago
Fixed going in and out of terrain editing mode causing changes to the scene terrain data asset Going into a mode and back out should no longer write anything to the disk at all if no changes were made
6 Days Ago
Reduced default calorie+water bonus consumption while sprinting to +10% (was 25)
6 Days Ago
Fix shears causing blood fx to appear when hitting a sheep
6 Days Ago
Applied spawn distances to physics impacts, animal footsteps, weapon deploys, 108 effects
6 Days Ago
All deploy and door open/close effects now have MaxSpawnDistance components Most stop spawning around 40m 288 effects modified
6 Days Ago
Testing out a test to find effects that are missing or having incorrectly configured MaxSpawnDistance Needs some manual configuring still, curerntly flagging 1818 misconfigured effects Added an inspector UI to automatically add the component with the alculated max distance it should be set to Noticed this becasue we were spawning door-open and close effects every time a door was opened or closed even if it was hundreds of metres away, costs 0.1ms each time
7 Days Ago
Fixed binoculars screen effect not working with domain reload disabled
7 Days Ago
Food spawned in loot containers will no longer spoil until the container is looted for the first time or the item is removed from the container (apple trees) Exposed as an option on the container entity Added tree.spawn_with_additions command that spawns a tree and forces it to spawn it's extras (honey + apples)
7 Days Ago
Add IFlattenKeepsChildren to CinematicScenePlaybackEntity, should fix broken camera position in tutorial cinematic in builds
7 Days Ago
Merge from audio_import_changes
7 Days Ago
Also applied to water footsteps
7 Days Ago
Merge from audio_import_changes