userJarryd Campicancel

13,047 Commits over 2,831 Days - 0.19cph!

6 Months Ago
Reapply animator changes
6 Months Ago
Merge from main (stomp PlayerAnimation, will need to redo changes)
6 Months Ago
Proof of concept for using AsyncGPUReadback to get the mesh data from the GPU even if it's been marked as non r/w Only grabs vertices for now
6 Months Ago
Adjusted RendererBatch inspector to more accurately recommend fixes (eg. LOD0 and LOD1 are incompatible but LOD2 is batchable, now shows all issues and a buton mark the mesh as r/w) Updated the scene wide fixers to mark a mesh as r/w if at least one mesh in a LOD hierarchy is compatible with batching Reran the automated updater, gixed a further 62 items This brings the batches in radtown to around 2300, a saving of around 700
6 Months Ago
Added a warning to the RendererBatch component if a mesh has been assigned that is not compatible with renderer batching Checks for submeshes, vert counts and r/w status Added a tool in "Tools/Optimize/Find RendererBatch not marked read write/Fix" that will enable r/w on any models in the scene that are otherwise compatible with batching Ran this on radtown, picked up 177 objects S2P radtown
6 Months Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
6 Months Ago
Fixed some placeholder stuff for gesture slots that are empty
6 Months Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
6 Months Ago
Merge from main
6 Months Ago
Revert WaterSystem.cs to the version from main, should make merges easier. Looks like it was missing a bunch of stuff due to various botched merges over the years
6 Months Ago
Added demo.saveShotFolderAsAnim, saves all shots of the current demo as anim files
6 Months Ago
Fixed large stables vendor getting killed on server restart
6 Months Ago
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7 Months Ago
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7 Months Ago
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7 Months Ago
Reverted the divemaster missions to a max 500m Added a new allowDoubleDistanceIfNoOptionsAreFound field, this way there's no chance that a distant divesite will be used when a smaller one is in range
7 Months Ago
Experimenting with some ore resource entity optimisations Remove all children (except for foliage displacement on client) Store stage meshes and collision meshes in a new StagedResourceEntityInfo PrefabAttribute so we're not storing the same information on every single ore Removed a SendMessage Automated upgrade process Only applied to ore_stone for testing so far
7 Months Ago
Increase maximum range dive sites can be from the divemaster NPC (500m -> 1000m) Resolves these missions sometimes not being able to start
7 Months Ago
Run the update process on a fresh version of the animator from main, fixes all overrides
7 Months Ago
Update animator script upgrader to replace the animations on the walk and crouch blend trees with their new versions, fixes overrides losing their data when we update from main
7 Months Ago
Switched player_model to use standard animator (it was getting set to this at runtime anyway) Removed some test animator controllers
7 Months Ago
Remove the mention of floating bottles on the load screen tips
7 Months Ago
Disable two scroll rects in the inventory when the inventory is closed, should save about 0.02ms (big gains)
7 Months Ago
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7 Months Ago
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7 Months Ago
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7 Months Ago
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7 Months Ago
Disable underwater blur when using underwater_cinematic convar
7 Months Ago
Added prop opffset support when holding a left hand dominant entity
7 Months Ago
Refactor held entity aim settings so we can toggle which is the dominant and non dominant hand (to support left hand parented weapons like bows) Added option to only apply hand aiming while in ADS
7 Months Ago
Rebuild manifest, includes missing cliff rocks
7 Months Ago
Remove old spineIkAimOffset system, superseded by new components
7 Months Ago
Fixed left hand IK not getting applied when switching between weapons
7 Months Ago
Finally fixed up/down spine look appearing incorrect and tilting to the left, legacy aim offset animator layer was being enabled and affecting the final pose
7 Months Ago
Fixed pose solver breaking if the held entity is missing a non dominant hand IK target
7 Months Ago
Unsaved changes
7 Months Ago
Added throw support to pose editor Removed right hand pose component entirely Added basic camera rotate and pitch controls to edit scene
7 Months Ago
Removed some leftover logs
7 Months Ago
Fixed some incorrect rig behaviour when entering and exiting edit mode
7 Months Ago
Remove dedicated right hand aim component (now builtin to AimPose component) Expose right hand aim offset per weapon
7 Months Ago
Fix blunderbuss hammers flicking back at the end of the reload
7 Months Ago
WIP pistol aimpose setup (using python as test)
7 Months Ago
Fixed not being able to switch to weapons that aren't using v2
7 Months Ago
Adjusted spine look ratios, lower spine bones now rotate more than upper spine bones Fixed aim pose scene weapon selector sometimes not working, fixed clear weapon button not working
7 Months Ago
Merge from parent
7 Months Ago
Merge from parent
7 Months Ago
Update player animator
7 Months Ago
More merge fixes
7 Months Ago
Client and None compile fixes
7 Months Ago
Merge fixes