userJarryd Campicancel

13,101 Commits over 2,376 Days - 0.23cph!

9 Days Ago
Merge from main
9 Days Ago
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
9 Days Ago
Icon commit pt 2
9 Days Ago
Icon commit pt 1
9 Days Ago
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
9 Days Ago
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
9 Days Ago
Merge from main
9 Days Ago
Merge from naval_update
9 Days Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
9 Days Ago
Fixed NRE when disconnecting from a server while in the deep sea
9 Days Ago
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
10 Days Ago
Merge from UpdatedVisibleHolsteredItems_gc_fix
10 Days Ago
Removed Linq usage from UpdatedVisibleHolsteredItems, saves some GC
10 Days Ago
Replace TravellingVendor's FetchTargets Vis lookup with a quick iteration over subscribed connections, shuold be faster (in theory, couldn't reproduce slow physics in the editor)
10 Days Ago
Merge from main Conflicts on w_sks_rig.fbx and associated meta file, used the version from main as that's technically the latest but this will stomp the changes made in 129608 (29/08/2025) Auto merge PlayerModel.cs conflict
13 Days Ago
Merge from main
13 Days Ago
Adjust floating city HLOD settings to prevent casino pop in S2P all floating cities
14 Days Ago
Merge from io_budgets
14 Days Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
14 Days Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
14 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
14 Days Ago
Convert steering wheel to MeshLOD
14 Days Ago
Merge from door_alloc_fix
14 Days Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
14 Days Ago
Merge from cctv_budget
14 Days Ago
Merge from main
15 Days Ago
Codegen so domain reload works
15 Days Ago
Move CCTV processing out of a repeated update into a budgeted queue (0.05ms) Don't add cameras that are completely static to the queue as they don't actually do anything inside server tick Completely removes server cost of static cameras and limits the cost of dynamic cameras
15 Days Ago
Merge from naval_update
15 Days Ago
Switch back to the mainland view on the map screen if it closes while open
15 Days Ago
Fixed ghost ship map markers rotation and scale
15 Days Ago
Death screen now switches back to the mainland if the deep sea closes for any reason
15 Days Ago
Don't spawn map markers at all if they aren't in the appropriate mainland/deep sea area
15 Days Ago
Merge from main
16 Days Ago
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16 Days Ago
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16 Days Ago
Merge from kinematic_asleep_magnet
16 Days Ago
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
16 Days Ago
Merge from dropped_item_optim
16 Days Ago
Rename queue budget
16 Days Ago
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
16 Days Ago
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16 Days Ago
Merge from naval_update
16 Days Ago
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
16 Days Ago
Don't allow deployable corpses on boat hulls while in edit mode
16 Days Ago
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
16 Days Ago
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17 Days Ago
Run InitTreeGrid again in PostServerLoad on TreeManager, ensures that any trees that were loaded after the TreeManager during the save/load process are serialised and sent out to players correctly Fixes tree billboards in deep sea not rendering properly after a save/load
17 Days Ago
Merge from main