userJarryd Campicancel

13,280 Commits over 2,407 Days - 0.23cph!

45 Days Ago
Merge from naval_update
45 Days Ago
Merge from main
45 Days Ago
Inventory null check in Mailbox
45 Days Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
45 Days Ago
Only calculate position and scale once in ImpostorBatching
45 Days Ago
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
46 Days Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4
46 Days Ago
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator
46 Days Ago
Merge from main
2 Months Ago
Merge from naval_update
2 Months Ago
Fixed tutorial islands getting the wrong ID when loading a save
2 Months Ago
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
2 Months Ago
Merge from boat_water_fx_optim
2 Months Ago
Even more fx optimisations, move the blocks into a work queue and support breaking out mid processing if we take too long to avoid queue overruns Also added early returns for disabling fx (so fully occluded blocks are now effectively free) and bypassed the Angle calculation if a block is fully occluded
2 Months Ago
Fixed a tarp on the elevator shaft that had LOD1 at a different position
2 Months Ago
Merge from naval_update
2 Months Ago
Fixed delay when first opening a ramp after entering network range if that ramp was in it's closed state
2 Months Ago
Improved the island appearance on the map, just gradient from sand to grass based on terrain height Better than greyscale, not quite as good as the mainland
2 Months Ago
Possible fix for all boat blocks showing splash fx in builds (should only show when their edge is unobstructed and in the water)
2 Months Ago
Fixed GrowableGenetics and UpdateResourcePings pool leaks
2 Months Ago
Fixed boogie board LOD not marked as dynamic
2 Months Ago
Fixed every impact fx in the deep sea being sand
2 Months Ago
Merge from oven_optim
2 Months Ago
Compile fixes
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
Merge from naval_update
2 Months Ago
Make cooking tests editor only for now
2 Months Ago
Merge from naval_update
2 Months Ago
Industrial NRE checks
2 Months Ago
Update tests to better reflect new update flow
2 Months Ago
Cache HasAttachedStorageAdaptor Don't mark items as dirty every update, only when they pass a 5s increment Eliminates most of the MarkDirty calls and brings the 1000 oven test case under the 0.25ms budget some of the time
2 Months Ago
Convert ovens to a persistent work queue, budgeted to 0.25ms by default In the 1000 oven test case this caps out at processing around 40-50 ovens a frame
2 Months Ago
Added quick add paths for creating byproducts (charcoal) and cooking results (cooked meat or frags, sulphur, etc) This skips creating a new item and triggering the MoveToContainer process if there is already a stack of that item that we can stack onto Reorder ConsumeFuel so that the fuel item is only marked dirty once (was happening twice) Takes the worst case oven cycle for 1000 ovens creating a new item in the same frame from 270kb alloc and 18.3ms to 0b alloc and 4.62ms
2 Months Ago
Added debug.spawnOvenStressTest, spawns 1000 ovens with wood and metal ore and turns them on
2 Months Ago
Basic cooking tests, checks smelting ore and cooking food on all ovens
2 Months Ago
Merge from naval_update
2 Months Ago
Fixed tutorial island error
2 Months Ago
Merge from naval_update
2 Months Ago
Added GetMaterialAtPosition to MeshTerrainRoot, hooked up to evaluate when a position is in the deep sea This solves footstep sounds and impact fx on the deep sea islands not working as expected Had to emulate the SetupSplatLookup process from TerrainSplatMap This will be skipped on the server as MeshTerrainRoot is an IClientComponent, which I believe should be fine since we largely use this for fx S2P all islands
2 Months Ago
Fixed GroundWatch not working on small ramps
2 Months Ago
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
2 Months Ago
Merge from naval_update
2 Months Ago
Merge from main
2 Months Ago
Merge from naval_update/industrial_optim
2 Months Ago
Formatting fixes
2 Months Ago
Rework buffer transfers, all tests now pass
2 Months Ago
Fixed a bunch of tests, buffer transfers still failing
2 Months Ago
Merge from naval_update
2 Months Ago
Added 15 industrial tests to the test suite Covers basic item transfers, splitting, filtering and filter fail/pass IO passthrough scenarios