userJarryd Campicancel

14,746 Commits over 2,619 Days - 0.23cph!

58 Days Ago
Merge from main
58 Days Ago
Added another oil pumping switch to small oil rig Produces 0.5x of the oil of the large rig for the same duration If both oil rig switches are flipped the pumps will produce 1.5x the oil S2P both rigs
2 Months Ago
Merge from rustnav_draw_fix
2 Months Ago
Fixed location of ids
2 Months Ago
Fix missing tile ids and dynamic navmesh support
2 Months Ago
Fixed fuel pump amounts - they were being clamped and calculated incorrectly Each pump now gets around 1000 crude each time the fuel switch is enabled, takes 10 minutes
2 Months Ago
Fixed liquid containers continuing to drain into a connected container if they are disconnected by clearing the input by right clicking on the source container
2 Months Ago
New water catcher test to detect the issue where a water catcher (or any liquid container possibly) would still pump water into a connected barrel if the connections was terminated from the output port of the catcher Test fails for now
2 Months Ago
Fixed crude pumps not producing and storing oil locally if connected to a tanker with water
2 Months Ago
Tripled crude oil production rate at dome Each pump should produce around 1600 crude over the whole 10 minutes
2 Months Ago
Powerline IO access points are no longer root entities, cannot be combined with other forms of power supply
2 Months Ago
Fix following while grazing not working Enforce an exposed time limit on milk (temp until it gets hooked into stats) Animals now run away when hurt Added a button the skeletonProperties inspector to set all bones to a given value Set up cow skeletons for hitboxes, still not quite working
2 Months Ago
Fixed the eating animation not looping properly Grazing now gets set to false 3s before we leave the state so the animation can fade out
2 Months Ago
Merge from bag_favourite
2 Months Ago
Add support for marking a respawn option as a favourite WIll ensure it is always at the left of the list of bags
2 Months Ago
Merge from occlusion_culling_nre_fix_2
2 Months Ago
Unsaved
2 Months Ago
Another attempt at fixing the OcclusionCulling precull One attempt at a proper fix, make sure the visibilityChanged arrays are populated Also harden ProcessCallbacks to prevent exceptions
2 Months Ago
Removed some unused anim events on the wire/hose viewmodel pointing to effects that no longer exist
2 Months Ago
Merge from explosion_fx_script_cleanup
2 Months Ago
Cleanup some third party fx scripts to get stripped/not run on the server
2 Months Ago
Merge from main
2 Months Ago
Merge from water_catcher_tests
2 Months Ago
Build compile fixes
2 Months Ago
More stack size shenanigans
2 Months Ago
Cleanup Lock any crude that's inserted into the tanker
2 Months Ago
Regenerate test list, tests pass
2 Months Ago
Merge from water_catcher_tests
2 Months Ago
Merge from main
2 Months Ago
Created some basic water catcher tests to try and catch any regressions due to the work on PlayerMaintainedMonuments
2 Months Ago
Exposed a display name field on WaterCatcher, use that instead of creating two new stub item definitions Delete CrudeOilProducer and WaterProducer items
2 Months Ago
Fixed fuel pumps not producing if connected to a full tanker Added new useStackSizeAsMax field to itemContainer, allows us to make an ItemCOntainer that temporarily allows larger than normal stacks (maxStackSize used to only work as a Min)
2 Months Ago
Adjust calf walk speed to 0.58
2 Months Ago
Add grazing behaviour Animal will look for Field/Forest/Forestside, move there and graze for a random period of time Hooked up idle clips
2 Months Ago
Add age enum to livestock animals Add milk interaction for cows, only for adults Just gives an apple for now
2 Months Ago
Mark Electrical_fuse_box_B_COL r/w
2 Months Ago
Fixed inventory limit rules on modular cars
2 Months Ago
Reinstate HasComponentInParent and HasComponent in GameObjectEx, some media tools relied on this
2 Months Ago
Compile fix
2 Months Ago
Merge from rustnav_draw_fix
2 Months Ago
Merge from main
2 Months Ago
Rework nav display entirely Player now gets a list of all nav tiles in range adds them to a list, sends a max of 5 tiles per tick (controlled by RustNav.drawTileBudget convar) Entirely eliminates server cost if the player is not moving (as no new tiles will be sent) Reduces outgoing bandwidth to a configurable amount, regardless of surrounding tile density
2 Months Ago
Merge from debug_npcanimcontroller_alloc
2 Months Ago
Merge from rustnav_draw_fix
2 Months Ago
Only send a quarter of the nav mesh each call when rustnav.draw is enabled Cycle the quarter clockwise around the player, so it takes a little more time to get the full navmesh but we're sending 1/4 of the data each tick Should fix the bandwidth saturation issues and reduces the cost per tick from 100ms to 25ms
2 Months Ago
Merge from vine_tree_nav_fix
2 Months Ago
Merge from main
2 Months Ago
Manifest, fixes launch issue
2 Months Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
2 Months Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees