userJarryd Campicancel

12,618 Commits over 2,284 Days - 0.23cph!

3 Years Ago
Merge from static_group
3 Years Ago
Removed performance cost of DynamicMouseCursor by extending StandaloneInputModule and accessing the protected last raycast data, improves CPU time by 0.5ms while cursor is visible
3 Years Ago
Drop HLOD texture sizes to 512
3 Years Ago
HLOD water treatment plant after merge
3 Years Ago
Merge from main
3 Years Ago
Fixed hurt punch screen overlay occurring when the debug cam is active
3 Years Ago
Merge from static_group
3 Years Ago
Reduce all HLOD textures to 1024
3 Years Ago
Power substation HLODs
3 Years Ago
Fixed skip generation HLOD option not working
3 Years Ago
Added fps.limitInBackground client convar that reduces fps cap to 15 while the game isn't in focus Doesn't apply in the editor as clicking outside the game view in Unity is considered not in focus Don't report performance analytics while the client is in the background if this setting is on
3 Years Ago
Fixed viewmodels not appearing after reconnecting if player disconnects while gesturing
3 Years Ago
client.showcaminfo is now saved
3 Years Ago
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3 Years Ago
Increased size of prevent building volume around ziplines (this will also remove more trees around ziplines) Post zipline spawn tree checks are now larger
3 Years Ago
Merge from static_group
3 Years Ago
Increase lighthouse LOD swap distance Fixed missing geometry on dome HLOD
3 Years Ago
Moved all horse idle and footstep sounds to new occluded sound class so the horse idle sfx shouldn't be audible inside of a base
3 Years Ago
Animal idle animations now have a randomised cycle offset so they won't play their animation in sync with other animals Applied to horses, wolves, chickens, bears, boars and stags
3 Years Ago
Fixed wooden signs not being able to be picked up
3 Years Ago
Free spray radial option when holding a spray can will now read "Free Spray" instead of "Graffiti Pack" (Will need a phrase rebuild)
3 Years Ago
Merge from static_group
3 Years Ago
Update harbor_1 to include the hanging container in the HLOD Switching the graphics.hlod convar now immediately updates all LODs, bypassing the budgeted update (this was taking up to 30s to change the lods of every object in the world in proc gen, making comparisons difficult)
3 Years Ago
Merge from timeline_recorder (cinematic tools, should have no impact at runtime)
3 Years Ago
Merge from firstpersonspectate (various fixes)
3 Years Ago
Merge fix, remove log
3 Years Ago
Merge from main
3 Years Ago
Merge from tools_demo (allows F1 layer toggling in demos)
3 Years Ago
Merge from static_group
3 Years Ago
Run bandit town HLOD after merge
3 Years Ago
Merge from main
3 Years Ago
HLOD asset commit
3 Years Ago
Added tooltips to HLODBounds component Adjusted powerplant setting to properly cull underground geometry
3 Years Ago
Rename and simplify all HLOD convars
3 Years Ago
LOD changes now happen in a budgeted queue when entering/exiting a HLOD range Don't disable the HLOD mesh until all of the actual meshes are visible to reduce popping
3 Years Ago
SceneToPrefabs fixes Added graphics.staticTileDebug to verify the LOD changes at runtime
3 Years Ago
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3 Years Ago
Readded some hlod settings
3 Years Ago
Fixed mesh trimmer causing corruption on meshes with UInt32 index format
3 Years Ago
Trainyard, water treatment
3 Years Ago
Better default HLODBounds settings SceneToPrefabTag now takes priority over the minimum height settings Setup satellite dish, dome, stables, sewer branch, swamp_c and trainyard
3 Years Ago
Fix hardcore tag in server browser not toggling
3 Years Ago
Fix exceptions after respawning when a player gets killed mid conversation Fixed conversation UI remaining active after respawning
3 Years Ago
Warehouse, small oil rig, powerplant
3 Years Ago
Restore hlod prefabs to each monument that had them before the merge Remove default hlod options from SceneToPrefab component (better to just add child components) Added menu item to S2P all monuemnts with HLOD components
3 Years Ago
Merge from main
3 Years Ago
Backup hlod settings from all monuments processed so far into separate prefabs
3 Years Ago
Compass now orients correctly based on current player being spectated in a demo, rather than always based on the player who recorded a demo