131,441 Commits over 4,232 Days - 1.29cph!

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
1 Year Ago
deferred mesh simplification - sculpture waits for a period of inactivity to schedule mesh simplification - mesh simplification is run in a background thread, while the unoptimised mesh is displayed immediately - handles multiple enqueued simplification requests with job dependencies, preferring wasted background computation over main thread blocking
1 Year Ago
Rocket setup
1 Year Ago
fixed compile errors
1 Year Ago
compile fix
1 Year Ago
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
1 Year Ago
Update: record marks from worker threads - Had to leave allocation tracking enabled for main thread only - there's a comment explaining why Need to implement export for worker threads - that's next Tests: exported snapshot from Craggy in editor and opened in Perfetto
1 Year Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
1 Year Ago
Update: generate snapshots under server root Tests: exported in editor, found in the right location
1 Year Ago
re-added early exit on flipped check loop
1 Year Ago
minor cleanup and crunching meshes down for 20% reduction
1 Year Ago
fixed a ton of floating foliage in underwater divesites, some ground gaps
1 Year Ago
Added bespoke textures for removeable battering ram scoop. Added LODs for ram hardware.
1 Year Ago
removed older underwater rock formations from procmap stack and autospawn folder
1 Year Ago
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
1 Year Ago
Support min/max item def IDs for uploading item icons via the WorkshopIconRender component
1 Year Ago
Updated icons for cinematic gestures (for preview in wheel)
1 Year Ago
Fixed inputs not set to 0 when dismounting Added some debug to visualize forces wee impulse forward when jumping + some tweaks
1 Year Ago
Added road/tarmac tiled cube prefabs