193,288 Commits over 4,079 Days - 1.97cph!

6 Months 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
6 Months Ago
wip: Kill sync var tick on object death
6 Months Ago
Clean debug text
6 Months 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
6 Months Ago
Code cleanup Collision damage tweaks
6 Months Ago
Perform type checks on initial sync var generation pass
6 Months Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
6 Months 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
6 Months Ago
BaseRagdoll compile fix
6 Months Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
6 Months Ago
wip: working server -> client syncing
6 Months Ago
wip: Took me a day to realise there were seperate writer methods for client and server
6 Months Ago
Replaced the metal bonk effect for something more appropriate
6 Months Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
6 Months 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
6 Months Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
6 Months 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
6 Months Ago
properly disposing native structures in-editor when stopping play in editor
6 Months Ago
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6 Months Ago
merge from native_mesh_simplification
6 Months Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
6 Months Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
6 Months Ago
merge from ragdolling
6 Months Ago
Physics tweaks, updated grounded checks
6 Months Ago
merge from Twitch_Rivals_24
6 Months Ago
super tea effect changes
6 Months Ago
Revert ProjectSettings
6 Months Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
6 Months Ago
merge from main
6 Months Ago
Merge from localcoord-blend-layer
6 Months Ago
Added talk_06 anim as cinematic gesture
6 Months Ago
deployable target will need a programmer to look over stuff again
6 Months Ago
work around horrible flickering when in 2D editor view
6 Months Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
6 Months Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix branch specific build error
6 Months Ago
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6 Months 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
6 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
6 Months Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
6 Months Ago
add metallic workflow version of LocalCoord Diffuse
6 Months Ago
Rocket explosion.
6 Months Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
6 Months Ago
6 Months Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
6 Months Ago
not trying to simplify the mesh to 10% anymore
6 Months Ago
Setup both client and server send methods
6 Months 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
6 Months 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
6 Months Ago
Rocket setup
6 Months Ago
fixed compile errors