userJarryd Campicancel

13,076 Commits over 2,831 Days - 0.19cph!

11 Months Ago
Merge from PlayerRigUpdate
11 Months Ago
Merge from PlayerRigUpdate/2022_merge
11 Months Ago
Merge from main
11 Months Ago
Compile fixes
11 Months Ago
Cleanup Added graphics.collapseRendererLOD to control new behaviour, defaults to true and game must be restarted after toggling for new setting to take effect
11 Months Ago
One more layout change Updated the scientist/animal icons in the extended life stats now that we have better icons
11 Months Ago
Layout, hide stats button
11 Months Ago
Added warning to death screen
11 Months Ago
Merge from main
11 Months Ago
Merge from main (lots of branches with map changes, trying to keep conflicts to a minimum)
11 Months Ago
Proper reference to global network group
11 Months Ago
Possible fix for minicopter seat getting removed from the client after flying through the parenting volume on the harbor swing bridge Don't let the client move an entity into it's parent group if it is set to global broadcast (group id = 0) as that won't match with the group that it is in on the server
11 Months Ago
Merge from hide_health_aim
11 Months Ago
Possible build fix
12 Months Ago
Don't allow the quick move conveyor path to operate on items with instance data, fixes plant genetics getting lost during conveyor process
12 Months Ago
Merge from main
12 Months Ago
Possible fix for team member UI displaying incorrect values when spectating
12 Months Ago
Reapplying changes from map_perf_improvements, the merge for that branch was too messy so I'll just reapply the changes with the new vending machine UI in mind The test scene for these changes is 4 clusters of 100 vending machines each, baseline takes 109ms with 3.1mb of GC to populate the map Don't spawn the child vending machine icons for the cluster icons, they're not used anymore so this saves a huge amount of instantiations (saves 2.5mb of allocations and 91ms) Convert the material params in MapView update into cached ints (saves 0.06ms every frame while map is open) Add a Poolable component to the ShopMarker and Shop marker cluster Fix the client side vending machine data not getting returned to the pool when a marker is populated Converted the drone marketplace map view to spawn the child vending machine markers on demand rather than when the map is opened and closed Final result: 6.56ms and 35.2kb of GC
12 Months Ago
Merge from main (right branch this time, lots of conflicts)
12 Months Ago
Merge from main
12 Months Ago
Cleanup on disconnect
12 Months Ago
Make the paths a little more transparent
12 Months Ago
Nexus ferry path stub, wont implement for this update
12 Months Ago
Refactor to support including more ocean paths Added support for showing harbor approaches
12 Months Ago
Unsaved work, change the bundle manifest to a straight list of bundle names as the new build process doesn't produce manifests
12 Months Ago
Zeroed out run bob amounts on sks viewmodel, fixes inconsistent weapon height when sprinting
12 Months Ago
Notify the viewmodel that the player has jumped immediately, don't wait for the player to become not grounded Added a jumped trigger so that we can leave the land anim early if the player has already jumped again
12 Months Ago
Tests for a standalone LOD baker using the UnwrapBaker system
12 Months Ago
Support MaterialSetup component
12 Months Ago
Unsaved
12 Months Ago
Grounded layer hookup
12 Months Ago
Add ability for a viewmodel to get info of whether the player is sprinting (wantsSprintInfo on the viewmodel prefab) Add ability to suppress the left hand bone camera movement entirely on a viewmodel (suppressMovementHeadBob on viewmodel prefab)
12 Months Ago
Fixed collapse not working with skinned objects, not casting shadows
12 Months Ago
Various fixes, move to PrefabPreProcess so it gets run once per prefab
12 Months Ago
Added egress state to debug_cargo_state debug_cargo_status and debug_info no longer need to be called from in-game
12 Months Ago
Two cargo ship movement fixes: -Fix the cargo ship no longer being able to egress if it was saved/loaded while egressing (it's possible this has never worked). It would just keep sailing away forever (and start venturing into NaN positions). -Fix a case where the cargo ship would not be able to rotate to face it's desired waypoint if it spawned facing perfectly away from the waypoint. The cargo ship rotation logic would not work if the ship was facing the completely opposite direction, it now receives a bit of a nudge if this ever happens to ensure it can start to rotate. This would have likely caused newly created cargo ships to rarely get stuck at their spawn point.
12 Months Ago
Another compile fix
12 Months Ago
Server compile fix
12 Months Ago
More memory optimisations - attempting to reduce the number of transforms/gameobjects/renderer components there are in the world by consolidating them into a single RendererLOD when possible eg. a RendererLOD has three child LODs all at 0,0,0 - this process caches the mesh and materials used at each LOD level and creates a new renderer/filter on the RendererLOD root and switches the mesh and materials when adjusting LODs. This allows us to delete the child transforms entirely. Process is entirely automatic and applied at runtime to all RendererLODs so no change to artist workflow. Some initial results: Launch site goes from 30,409 transforms to 21,131 Outpost goes from 11,850 -> 9,633 Harbor_1 goes from 17,233 -> 13,125 That's a total saving of over 15k transforms, renderers, filters just from three monuments!
12 Months Ago
Fixed manifest not being included, still not loading
12 Months Ago
Full manifest rebuild
12 Months Ago
New attempt - load all preprocessed prefabs into a dedicated client/server scene and include that in the build Created new FileSystem backend that is mostly working, builds are done via Builds/PreProcess/ menu
12 Months Ago
More build cleanup, not much progress
12 Months Ago
New idea: what if we saved preprocessed versions of all of our prefabs outside of the assets folder?
12 Months Ago
Finally got a maybe working bundle out of this, still way too slow
12 Months Ago
Turn off root motion on viewmodel camera animator
12 Months Ago
Fix missions UI always appearing when a player connects to a server with BaseMission.missionsenabled set to false
12 Months Ago
Merge from parent
12 Months Ago
Add support for the new has ammo layer on newer viewmodels to the Viewmodels test scene
12 Months Ago
Rename legacy animator field