userJarryd Campicancel

13,072 Commits over 2,831 Days - 0.19cph!

11 Months Ago
Fishing trap now uses the same fish selection and bait logic as the standard fishing rod (different catch options for fresh water/ocean water) Converted FishLookup object to a scriptable object Inner lake on Craggy Island now correctly registers as fresh water when fishing via either method
11 Months Ago
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11 Months Ago
Can now open and unlock techs from the lower tiers of workbench when using a higher tier (eg. T3 workbench now allows access to T1+T2+T3 tech trees) Create a button per tech tree in the workbench panel Convert workbench loot panel to a prefab rather than S2P S2P bandit town and compound (monument workbenches share the same feature)
11 Months Ago
Merge from hackweek_renderlod_collapse (crafter NRE fix)
11 Months Ago
Revert industrial crafter to old renderer handling, just disable the collapsing on the renderer
11 Months Ago
Fixed null renderers in the HideIfScoped viewmodel component causing NRE's (currently caused by flame arrows on the crossbow) Fixed flame arrows on crossbow not hiding their particle effects while using a scope
11 Months Ago
Spooky speakers audio now falls under the voice props volume slider
11 Months Ago
Fix RustCamera spamming exceptions in the editor when switching from server to client mode
11 Months Ago
Fixed oven loot panels not working (incorrect compiler define) Safety check for EmissionToggle renderer collapses
11 Months Ago
Gesture collection is now a BaseScriptableObjet, doesn't need to be referenced by the BasePlayer
11 Months Ago
Merge from hackweek_renderlod_collapse
11 Months Ago
Added a MapRenderer.DebugLabs convar to debug lab rendering issues in a build
11 Months Ago
Don't collapse renderers if they are part of a LightGroupAtTime
11 Months Ago
Example arctic hazmat setup (will need to be fixed before merging to main)
11 Months Ago
Better way to recognize the underlying skin renderer Update skin parameters when clothing changes so that skin colour is applied to any skin renderers that are part of the clothing viewmodel addition Revert shader shanges (they're in the history if we ever revisit the idea)
11 Months Ago
Merge from map_perf_improvements2
11 Months Ago
Merge from main
11 Months Ago
Fixed map renderers for dungeon cells (only used on xmas dungeons)
11 Months Ago
Fixed collapsed renderers never switching to their disabled state, causing slow performance degradation as players that leave monuments would never stop rendering those meshes Added a distance meter to the RendererLOD inspector to show the current camera distnace (will use in-game camera if game is running otherwise will use scene view position)
11 Months Ago
Merge from hackwee_renderlod_collapse
11 Months Ago
Convert harbor approach node error into a warning Fix player not being able to initialise if the boat paths are disabled
11 Months Ago
Merge from main
11 Months Ago
Fixed underwater labs not rendering (in theory, they don't seem to work at all in the editor?)
11 Months Ago
Fixed skull trophy error
11 Months Ago
Merge from main
11 Months Ago
Removed a log
11 Months Ago
Added the ability for a viewmodel to disable the arms skin mesh entirely, useful for clothing like hazmats where we never want to see the skin Added a clip mask feature to the skin shader, allows us to mask out a particular area of the hands Exposed a clip mask texture field on the ViewmodelClothing component so we can declare a mask per clothing item (eg. show the skin up to where a set of gloves begins, mask it out underneath the gloves though) Only current issue is that the clip mask doesn't work with the viewmodel camera, will need some shader help for that
11 Months Ago
Ensure collapsed renderers can still register with occlusion culling
11 Months Ago
Server compile fix
11 Months Ago
Added client.clampScreenShake convar (defaults to on) Adds a dampening pass to our dynamic screen shake, reducing the maximum amount of screen shake in intense situations while still maintaining some camera movement Should only be noticeable when there are multiple forms of screen shake input occuring, single instances rarely get above the threshold
11 Months Ago
Better socket deploy guide rotation
11 Months Ago
If a state is being entered via a transition with a duration, respect that duration when transitioning to the vm camera anim
11 Months Ago
Merge from main
11 Months Ago
Can now pick up empty campfire water purifiers, both water containers must be empty Entities that are deployed into slots (water purifiers, locks, etc) will now show an invalid deploy guide floating in front of the player instead of just showing nothing (the deploy guide was at 0,0,0)
11 Months Ago
Fixed skinnable items sometimes getting out of sync with their intended skin when their renderer is collapsed (sometimes leading to null materials) Run MaterialReplacement.Prepare as part of the collapse process, less workload during gameplay
11 Months Ago
Unsaved (thanks unity)
11 Months Ago
Rename
11 Months Ago
Setup SwapAmmo IViewmodelComponent, turns on and off prefabs based on the currently loaded ammo type
11 Months Ago
Merge from hackweek_renderlod_collapse
11 Months Ago
Compile fix
11 Months Ago
Move the update markers and previous life refresh process to happen 1s after the player dies, while the map is fading in rather than the instant the player receives their death RPC No real visual change but moves the heavy processing to after the player has visually died More thorough profiler coverage over the life infographic section
11 Months Ago
Merge from main
11 Months Ago
Remove the Scene2Prefab components on the bbq, small refinery, furnace, large furnace and campfire prefabs in the LootPanels scene Changes made to these prefabs outside of this scene would be lost if we do a global S2P, sometimes leading to build breaking bugs
11 Months Ago
Set local scale to 1,1,1 on various wooden_crate props - used in lots of places and both child renderers were set to 0.99999994 scale on one axis, preventing collapsing. Will need a global S2P to take effect everywhere
11 Months Ago
Fixed trainyard as well
11 Months Ago
Fixed missing launch site HLOD generation
11 Months Ago
Merge from main
11 Months Ago
Auto run and toggle crouch will now hold their state when the player opens the chat
11 Months Ago
Fix some missing deploy guides
11 Months Ago
Fixed train tunnels not rendering properly on the map