userJarryd Campicancel

14,639 Commits over 2,619 Days - 0.23cph!

24 Days Ago
Merge from main
24 Days Ago
Codegen
24 Days Ago
Refactored the timers on livestock animal into a new PersistentTimer class Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load Livestock now drop horse dung (might need a rename)
25 Days Ago
Codegen
25 Days Ago
Merge from main
25 Days Ago
Hooked up sheep sleeping anim
25 Days Ago
Cleanup, don't use obsolete SetFlags Fix animals moving while sleeping
25 Days Ago
New species asset for livestock Supports spawning a different prefab for male/female animals Setup for cows and sheep
25 Days Ago
Extracted all dog assets from Pets2 branch (so old it was problematic to update from main) Should include all models, materials and animations, as well as the entity prefabs with the entitiy class missing Also inlcudes harness models
25 Days Ago
Bull prefab setup
25 Days Ago
Fixed all animals set to female Added breeding fsm states
25 Days Ago
Cull the bone hierarchy on the building/boat planner on the server Should remove 17 gameobjects per planner on the server
25 Days Ago
Merge from sprinkler_fixes_aug_26
25 Days Ago
Merge from main
26 Days Ago
Fix sprinklers not spraying after a restart, and spraying without watering One behaviour change - a sprinkler now needs water >= 2 to run. It has always needed that to actually water things but previously it would still show the water spraying pfx if the sprinkler was receiving one water
26 Days Ago
Created 8 new sprinkler tests to catch an issue with sprinklers visibly splashing but not applying water to planters after a server restart They all fail right now Remove server.useLegacySprinklerLoadProcess, should no longer be needed
26 Days Ago
Updated the particle effects of the spray can to broadly match the texture being sprayed Approximates the colour via a texture lookup. gets cached per texture so it only happens once per skin in a session
26 Days Ago
Merge from vm_hand_spawn
26 Days Ago
Remove the hand_mesh from v_building_planner_rig (hacky removal, proper re-export will be better but this should allow us to verify memory savings)
26 Days Ago
Merge from vm_hand_spawn Only active on building_planner for testing, other vm's are unchanged
26 Days Ago
Merge from main
29 Days Ago
New tool Tools > Find > Unreferenced Assets Scans the project for assets that are not referenced by anything, tracing chains so that eg. a texture referenced by a material that is not used anywhere will be counted as unused Can't catch everything - assets loaded by string path in scripts won't be caught by this tool, so use with care
29 Days Ago
Merge from hide_services
29 Days Ago
Remove the Services window in the menu bar Add an option in the editor prefs to re-enable it if we need it
29 Days Ago
Sleep state fix
29 Days Ago
Merge pipes into a single mesh based on distance and matching material
29 Days Ago
Unsaved, spawn grid command
29 Days Ago
Switch the PipeMesh mesh upload process to use SetSubMesh instead of SetTriangles which allocates a bunch Calculate normals for industrial pipes in the job, not on main thread Seems to be about 15% faster on main thread and removes some allocations Also enabled burst compiling on the job itself, seems to be 10-20x faster but that doesn't help us on the main thread (can't hurt) Added 3 new tests for industrial pipe generation, ensuring the vert count and normals are generated correctly as well as a general performance test
37 Days Ago
Fixed the player sometimes transitioning to standing animations while swimming near the surface of the ocean Involved fixing a clamp that has always been there and has never worked that minimises vertical input when at the water level This fixes the issue but seems to make jumping out of the water a little harder as the player is much more aligned with the water level, will need some further testing and possible changes to the water jumping mechanic
37 Days Ago
Fixed NVG scientist heads not appearing on trophies
37 Days Ago
Better fix, use a TerrainPlacementBlocked component
37 Days Ago
Subtract 160438, would have had unintended side effects
37 Days Ago
Painted the area around the crude pumps at dome with road topology to prevent trees spawning there
37 Days Ago
Sleep fixes
37 Days Ago
Updated to use the correct arms only viewmodel
37 Days Ago
Stats boilerplate, save load Sleeping behaviour
39 Days Ago
Merge from main
39 Days Ago
Add checkbox to spawn a hand model at runtime on BaseViewModel Should allows us to delete the hand mesh from each viewmodel which is just a duplicated mesh, save some memory The hand mesh itself is pooled, didn't seem to make a huge performance difference Deleted hand model from building planner viewmodel as a test case
43 Days Ago
Fixed loot satellite clan event
44 Days Ago
Hooked up gas pumping sounds
44 Days Ago
Merge from PlayerMaintainedMonuments
44 Days Ago
S2P airfield
44 Days Ago
Subtract 159563 (will need to s2p to be safe)
44 Days Ago
Merge from PlayerMaintainedMonuments
44 Days Ago
Satellite launch computer now requires stage 4 power
44 Days Ago
Whoops, that should be stage 3 Also applied to small oil rig
44 Days Ago
Oil rig now requires stage 2 power plant level (50%)
44 Days Ago
Remove satellite event chat log
44 Days Ago
Unsaved
44 Days Ago
Fixed power icon on satellite computer