userJarryd Campicancel

15,219 Commits over 2,680 Days - 0.24cph!

Today
Fixed no 3rd person sfx when a player revives another player with a syringe
Today
Fixed flamethrower fire not working in first person
Today
Added support for AAC and mpd audio streams
Today
A bunch of reliability fixes to the radio streaming system * Streams should now be framerate independent (fixes distortion when a client is alt-tabbed and switches to a low framerate) Better handling for dropped connections, retry the stream connection Fixed some ordering issues A couple of tests in prep for future refactor
Today
Gated all of the new rain features behind a graphics.advancedweather convar * Good news is the convar doesn't seem to change perf at all so these changes were very performant
Today
Merge remote-tracking branch 'origin/main' into hackweek-rainy-days
Yesterday
Merge branch 'main' of rust
Yesterday
Merge branch 'generic_animator'
Yesterday
Rebake a bunch of cinematic animations, fixes some real nightmare fuel in the tutorial
Yesterday
Rebake held-attack-anim, remove some unused instrument animations
Yesterday
Deleted 3p_lr300_sprint_idle_edited.anim, cleaned up some chainsaw humanoid refs
Yesterday
Cleanup
Yesterday
Break out the reporting process from BuildAssetBundles, keeps the diff more manageable
Yesterday
Merge remote-tracking branch 'origin/main' into hackweek_local_tutorial
Yesterday
Adjusted sockets on dropbox * Will now always be flush with wall, fixes some awkward storage adaptor placements
Yesterday
Some minor changes to the player pose class to keep backwards compatibility with media version
Yesterday
Cleanup
Yesterday
Add eye look at support to PlayerLimbIkModule
Yesterday
Rebaked a small selection of clips that were using the mirror functionality or still targeting the old model
Yesterday
Make a missing bone in IK just spam warnings in the editor
Yesterday
Merge remote-tracking branch 'origin/main' into generic_animator
Yesterday
Renames
Yesterday
Extended the show hands anim preview option to support showing the whole player body
Yesterday
Setup build menu items, builds server+bundles+copies bundles
Yesterday
Merge remote-tracking branch 'origin/main' into hackweek_local_tutorial
Yesterday
Merge branch 'main' into generic_animator
2 Days Ago
Fixed some issues with the wetness effects and glass shaders
2 Days Ago
Animated building blocks now update the rain grid when open/closed
2 Days Ago
Playing around with a new puddle feature *Hand placed in monuments, animates in and out via alpha over time Works nicely with the hand placed water spout fx I added earlier, so when it rains some parts of a structure can have big gushes of water and puddles can appear beneath them Puddles don't respect the rain occlusion system so we can use them in placed that would otherwise not be wet but might make sense for a puddle Just using some generic noise as a puddle texture, could be replaced with something a bit nicer https://files.facepunch.com/jarryd-campi/2026/November/Unity_KZCezAcmDg.mp4
2 Days Ago
Testing out some manually placed water effects
2 Days Ago
Raindrops are now illuminated by distant light flares * https://files.facepunch.com/jarryd-campi/2026/November/Unity_wKkR1wBhvT.mp4 Picks the 16 flares closest to the center of the screen to pass to the shader Has some issues, there's no simple way to handle the flares being occluded by other geometry, we could maybe get away with it?
3 Days Ago
Implement rising rivers during rainfall, shelving here because it doesn't work very well * Server prebakes the lowest and highest river levels and lerps between them Problem is after a few proc gen tests in most cases this looks bad and results in a visible water edge We'd need actual water physics? Not worth it https://files.facepunch.com/jarryd-campi/2026/November/Unity_yXJIos8h4u.mp4
3 Days Ago
Expose wind turbulence to weather preset, raise it on heavy rain so we get more foliage movement
3 Days Ago
Some randomisation to rain speeds
3 Days Ago
Fixed small band of wetness in some base corners
3 Days Ago
Fix water drops appearing to clip through the ceiling when standing underneath them
3 Days Ago
Disable any wetness rendering in edit mode, better terrain falloff
3 Days Ago
Added a new weather preset editing window, sets weather settings instantly bypassing any easing
3 Days Ago
Merge remote-tracking branch 'origin/hackweek-rain-benchmark' into hackweek-rainy-days
3 Days Ago
Merge branch 'main' into hackweek-rainy-days
3 Days Ago
Updated benchmark scene a bit
3 Days Ago
Merge remote-tracking branch 'origin/main' into hackweek-rain-benchmark
3 Days Ago
Player skin is now affected by rain, disabled drops so it's just shine
3 Days Ago
Enforced a minimum visibility for rain, it was getting lost during the day
3 Days Ago
Fixed some viewmodel rain effect issues * https://files.facepunch.com/jarryd-campi/2026/November/Unity_1QZcAB3TL7.mp4
3 Days 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
3 Days 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
3 Days Ago
Added a new rain benchmark, just flies through a lit structure with the rain enabled
4 Days Ago
Added some noise and speed variance to pfx and wall/floor effects * https://files.facepunch.com/jarryd-campi/2026/November/Unity_PzCYQtMcz1.mp4
4 Days Ago
Lower rain drop collisions to low quality, just use the rain collision grid we made yesterday (saves CPU time)