132,209 Commits over 4,232 Days - 1.30cph!

1 Year Ago
Restored hibox, protection, mounting logic and corpse
1 Year Ago
Post timings
1 Year Ago
More refined screen shake
1 Year Ago
deployable targets type a and type b type a is more human-like type b is like a dueling tree will need a programmer to look over stuff, again
1 Year Ago
wip: Kill sync var tick on object death
1 Year Ago
Clean debug text
1 Year Ago
wip: Automatically sync vars should any change. Uses a polling method for now: - Invoke poll in fixed repeat time - Syncvar handler no longer requires default value
1 Year Ago
Code cleanup Collision damage tweaks
1 Year Ago
Perform type checks on initial sync var generation pass
1 Year Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
1 Year Ago
Update: Add chat feedback when perf snapshot is being taken It'll warn users if they're in the middle of something important Tests: exported in editor with no delay and default standalone delay
1 Year Ago
BaseRagdoll compile fix
1 Year Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
1 Year Ago
wip: working server -> client syncing
1 Year Ago
wip: Took me a day to realise there were seperate writer methods for client and server
1 Year Ago
Replaced the metal bonk effect for something more appropriate
1 Year Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
1 Year Ago
Update: Add commandline argument support to explicitly turn on profiler instrumentation - Added log to explicitly confirm if it's enabled or disabled Tests: ran in editor and server standalone with and without it being enabled
1 Year Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
1 Year Ago
Bugfix: avoid a rare case of dealocating main thread's Allocs storage - Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler. Discovered when doing additional testing in standalone (somehow editor was unaffected) Tests: did 6 snapshots of standalone server with 6k map - no crashes
1 Year Ago
properly disposing native structures in-editor when stopping play in editor
1 Year Ago
- ▉▍▋▋█ ▌▅▋▇ ▇▆▋ █▌ █▊▊▄▍▇▆█▇▄ ▇▇▇ ▌▍▅▄ ▍▋▍▅ █▌ ▅▌▌█ ▋▉▆ ▇█▆▉▍▄ ▆▌▇▇ ▉▄▊ ▊█▄█▆▋▆▇▇▍ █▋▄ ▌█▅▄▍▉▌ - ▄▋▌ ▅▋▌▌ ▍▅▉ ██▄▋▆▋▋▇▅▍ ▇▍▄▉▋▌▍▆▌▊ ▆█ ▄▆▊ ▍▉▍▊█▌ ▇▅▌ ▉▄▋▇▉▊▇
1 Year Ago
merge from native_mesh_simplification
1 Year Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
1 Year Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
1 Year Ago
merge from ragdolling
1 Year Ago
Physics tweaks, updated grounded checks
1 Year Ago
merge from Twitch_Rivals_24
1 Year Ago
super tea effect changes
1 Year Ago
Revert ProjectSettings
1 Year Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
1 Year Ago
merge from main
1 Year Ago
Merge from localcoord-blend-layer
1 Year Ago
Added talk_06 anim as cinematic gesture
1 Year Ago
deployable target will need a programmer to look over stuff again
1 Year Ago
work around horrible flickering when in 2D editor view
1 Year Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
1 Year Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix branch specific build error
1 Year Ago
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1 Year Ago
Only use networked velocity for entities that set it serverside Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked Make particle preview background slightly lighter (32,32,32) Fixed more crashing issues to do with particles
1 Year Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
1 Year Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
1 Year Ago
add metallic workflow version of LocalCoord Diffuse
1 Year Ago
Rocket explosion.
1 Year Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
1 Year Ago
1 Year Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
1 Year Ago
not trying to simplify the mesh to 10% anymore
1 Year Ago
Setup both client and server send methods
1 Year Ago
Update: export worker threads in the json snapshot - Also fixed a bug I introduced in previous submit that led to sporadic exceptions Tests: exported 5 profiles in a row from Craggy in Editor, exported 2 in standalone, checked in perfetto