121,129 Commits over 4,018 Days - 1.26cph!
Update: ServerDemoPlayer - now loads a save associated with the chunk
Doesn't actually move the player entity, but it's there. Will investigate what I'm missing next.
Tests: played back demo, saw logs confirming spawning of 330 entities from save, and saw player entity in the world.
Rotated Crossbow worldmodel again
Bugfix: FullDemoServer - properly drop packets that were recorded before initial world save
Still not sure if it's the best option, as I worry we might miss a couple packets. Alternatively could just clamp timestamp to 0.
Tests: Played back the server demo - managed a full playback(previously it was stuck at start)
Added right click method to print out npc vending orders into a nice text format
Ensured the rest of the siege towers are in the correct bundle
Ensured siege tower is in the correct content bundle
Added missing label to siege tower (was preventing it from being picked up on manifest build)
Updating battering ram hardware rig
Added separate reflection modulation support to the environment volumes
Add placeholder sounds for the tiger
Update: SaveRestore - separate save-to-stream processing from main loop
- Done every end of frame
This made it problematic in editor, as our regular saving loop is disabled by default in editor.
Tests: recorded full server demo with 1 min chunks - saw the saves being generated for each chunk
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
Clean: FullServerDemo - separate benchmarking code to a partial class
Tests: editor compile in Client, Client+Server and Server modes
Buildfix: don't leak server-only callbacks for IDemoProcessor
Tests: compiled in editor in Client mode
Reassign tiger skeleton bones
Forward OnDied to entity component
Bugfix: FullServerDemo - record server info in editor
- Removed previous static globals
Reimpelemented via IServerCallbacks so that we have 1 point of modification instead of multiple
Tests: Recorded a session on Craggy in editor - generated json had the data
Update: FullServerDemo - create a save when starting a new chunk
- Moved chunk logic outside of packet serialization
- Using double buffering of packets when performing a save, to sort which packets go along which save/chunk
- Packet timestamps are now resolved during recoridng time, not during demo thread's serialization stage(as that can be deferred and out of sync)
- Moved all demo-related logic from BaseNetwork to BaseNetwork.Demos
Mostly done with the recorder side.
Tests: Ran around on craggy with editor's autosave enabled and at max frequency (1 second), and demo recording at min chunk length(1 min).
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assigned tiger avatar definition to tiger anims
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
Override hurt now that we have the method
Cherry pick entity component hurt method addition
Small polish to jungle floor kits (ongoing)
merge from /release/isolate_Jan_wipe/LNY_merge_release_friendly
cherrypicking
111156 - fixed lunar dividers not being destroyed after frame is destroyed
merge from lunar_new_year_2025
fixed lunar dividers not being destroyed after frame is destroyed
Add debug counters to compute, adjust noise compute for better placement, add toggle for instancing, fix incorrect cell bounds calculation, improve foliage cpu count estimation, improve foliage random positions, and add camera culling to foliage compute.
First pass on spawning process, status tracking, loot panels
Prototyping a new simple chicken for use in coops
Cherrypick from med_assault_rifle
4ShotMiniCrossbow -> primitive
- Moved start barrel rotation to the correct time
- Finally fixed the last few artifacts with reload -> idle layer changes