userJarryd Campicancel

12,489 Commits over 2,284 Days - 0.23cph!

4 Hours Ago
Further restrict the amount of tutorial islands so they don't go too close to the deep sea bounds Down to 4 on a 2.5k map, 6 on a 4k map
Today
Boilerplate for sawpping the foliage system out to a deep sea specific version Not currently working
Today
Re initialise TerrainPhysics and update ColliderEx.GetMaterialAt to work with fake terrains
Today
Merge from floating_cities
Today
S2P FC 1,2,3
Today
Added a new type of door that can be opened by dialogue but can also be opened by players when on the other side of door Solves players getting trapped for eternity in the floating city farm
Today
Merge from parent (directory conflict for small_boat_crane, discarded the delete as it seems like this mesh is used on floating_city_3)
Today
Merge from map_work
Today
Fix a WaterVisibilty NRE when player dies Better behaviour for focusing the map on the player when switching between deep sea/mainland Fade in deep sea button, hide if deep sea is disabled
Today
Add icon to switch between deep sea and regular maps on the death screen
Today
Merge from main
Today
Merge from parent
Yesterday
Merge from main
Yesterday
Merge from island_scenes
Yesterday
Add compass marker for leaving the deep sea
Yesterday
Fixed beach chair on tropical island 1 pickupable
Yesterday
Add images for the other tropical islands
Yesterday
Merge from parent
Yesterday
Merge from floating_cities
Yesterday
Don't allow players to interact with growable plants in the floating city if they haven't purchased access to the farm
Yesterday
Fixed negative box collider size on casino barge culling volumes Added new floating city map marker S2P FC 1,2,3
Yesterday
Mark LightOccludee as IClientComponent, removes ~1400 unused transforms on the server when loading a floating city Add new ClientStubComponent - an empty client only component that will stop a hierarchy being stripped but will still allow stripping to occur on the server Fix mannequins not rendering when spawned on floating city entity (apply ClientStubComponent to entire bone hierarchy) S2P FC 1,2,3
Yesterday
Added support for CullingVolume to disable LODGroups (optional, see IncludeLodGroup on component) Enabled on Supplies barge so that skinned meshes are disabled Fixed S2P flattening applying to children of CullingVolume, this was stopping CullingVolumes working entirely as they rely on the hierarchy Remove Poolable component on supplies barge clothing S2P FC 1
Yesterday
Merge from parent
Yesterday
Merge from project_hammer
Yesterday
Merge from main
4 Days Ago
Roll back recent inEyesView changes, not reliable enough
4 Days Ago
Merge from map_work
4 Days Ago
Logs, compile fix
4 Days Ago
Various fog fixes
4 Days Ago
Fix terrain textures appearing incorrect when exiting map Don't show fog of war on rhib map Re-enable fog of war
4 Days Ago
Disable map markers changing global group if they are in deep sea Reallow deep sea map from mainland Create new island map markers Add MapBlit tool to bake out the current map into a 8x8k image for external tools
4 Days Ago
Merge from island_scenes
4 Days Ago
Don't show deep sea map button if not in deep sea
4 Days Ago
WIP deep sea map work Add a button to toggle between modes, disable fog of war for now
4 Days Ago
Fixed backpack unlock
4 Days Ago
Merge from small_ramp
4 Days Ago
Added vehicle blocker logic for small ramp (retract ramp if it hits a vehicle)
4 Days Ago
Merge from parent
5 Days Ago
Compile fixes
5 Days Ago
Merge from floating_cities
5 Days Ago
Cleaned up some LODGroups from various floating city bits
5 Days Ago
Added another NPC to the second farm entrance NPC's now remember if you've paid, persists through server restarts S2P floating city 1+2
5 Days Ago
Merge from parent
5 Days Ago
Run the deep sea terrain config when in island scenes (See DeepSeaEditorScene component)
5 Days Ago
Merge from small_ramp
5 Days Ago
Only allow interaction when looking at the base of the bridge
5 Days Ago
Make fold out colliders convex, general prefab setup
5 Days Ago
Merge from parent
5 Days Ago
Merge from main (stomp oilrig_1 prefab, will need a S2P)