userJarryd Campicancel

15,017 Commits over 2,649 Days - 0.24cph!

41 Days Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
41 Days Ago
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing) Add an inspector warning to MeshLOD if the same mesh appears multiple times Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
41 Days Ago
Add the vendor to the ranch, s2p both
41 Days Ago
Fixed animal leads not working after purchase
42 Days Ago
First pass on npc's selling baby animals to the player
42 Days Ago
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
42 Days Ago
LeadingPlayer is now a Synced field Compile simulator now passes
42 Days Ago
Fixed most compile errors, still one issue
42 Days Ago
Merge from lod_preview
42 Days Ago
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough
48 Days Ago
Sheep and lamb ragdolls
48 Days Ago
Calf corpses
48 Days Ago
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll
48 Days Ago
Cow ragdoll joint improvements
48 Days Ago
Compile fix
48 Days Ago
Manifest
48 Days Ago
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup Should make copying the setup over to the other rigs faster
48 Days Ago
Fix NRE when a livestock animal dies
48 Days Ago
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
48 Days Ago
Disable shield compatibility with flashlight
48 Days Ago
Update the item information panel when a player changes the selected skin when crafting Fixes egg vision not appearing when changing between wolf headress skins
48 Days Ago
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
49 Days Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
49 Days Ago
Clean up allocation when mounting a car
49 Days Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
49 Days Ago
Added an overlay opacity slider to the preview tool
49 Days Ago
Merge from effect_recycle_glass_fix
49 Days Ago
detachTime and recycleTime is no longer read only Don't set those times to 0 at build time if no particle system is present Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
49 Days Ago
Hooked up randomisation on alien costume vm
49 Days Ago
Merge from vm_randomisation
49 Days Ago
Merge from main
49 Days Ago
New milk item placeholder
49 Days Ago
If an item id doesn't match the shortname, show an error in the inspector with a fix button
49 Days Ago
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
49 Days Ago
ai.showstate now parents it's Ddraw labels, looks a lot smoother
49 Days Ago
Animals can now eat from a trough, will prioritise that over grazing on grass
50 Days Ago
Shearing interaction
50 Days Ago
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
50 Days Ago
Hooked up male calf prefab/material
50 Days Ago
Merge from main
50 Days Ago
Merge from main
50 Days Ago
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
50 Days Ago
Merge from footstep_heavy_armour_fix
50 Days Ago
Fixed player footsteps not playing when slowed by excessive amount of armour Affects players wearing full plate set as well as diving fins while walking on land
50 Days Ago
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
50 Days Ago
Added LOD preview mode to the RendererLOD, MeshLOD and MeshCull inspector When enabled will run the LOD process just for that object in edit mode, so we can test LOD ranges without going into play mode Supports multi select, also draws a box around the object in the scene view with a label for it's LOD Works in prefab editing and in the scene view
50 Days Ago
Merge from hands_preview_workflow (includes changes from main)
50 Days Ago
Add back filename check
50 Days Ago
Cleaned up some edge cases Added a toggle to the animation inspector itself and added a text readout of what meshes were detected and loaded
50 Days Ago
Proof of concept of an automated editor utility that inserts the viewmodel hands mesh into the animation inspector preview window if no hands mesh is present Allows us to still use the animation preview window once the hand mesh has been removed from the rig file Uses some naming semantics to try and resolve what the actual mesh that should be displayed should be, this is probably where we'll feel some pain for this system If the animation file ends in _anim it will check for a file ending in _rig, then fall back to looking for a file without the _anim suffix So v_bow_anims.fbx will look for v_bow_rig.fbx, failing that it will look for v_bow.fbx The preview window will then load that fbx and the hands model if needed, combine them and feed it into the preview window