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129,758 Commits over 4,232 Days - 1.28cph!

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
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
1 Year Ago
Unsaved mat tweak
1 Year Ago
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
1 Year Ago
Fixed material changes on cube_glowing_cool + _warm prefabs
1 Year Ago
Increased Y inertia tensor to fix the residual rotation caused by gravity Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
1 Year Ago
Fixed NRE in SkeletonEditor
1 Year Ago
Changed rotations to use relative torque Added some friction and restored drag + speed and collider tweaks
1 Year Ago
Undo: unintentional change to ProjectSettings, reverted by hand Tests: none, trivial change
1 Year Ago
Update: rewrote ServerProfiler TLS storage - Instead of having per-frame storage, we now have one big buffer - Rewrote ProfilerExporter to support changes - Removes a weird stall on EndOfFrame invoke in standalone I couldn't find a way to implement lock-free perf mark recording with previous approach, but now I should have a way - will attempt next. Tests: exported profile from Craggy in editor and standalone 6k server - both open in Perfetto and look coherent
1 Year Ago
Generated code compile errors
1 Year Ago
- Added sync var handlers to detect changes in sync vars - Generated at code gen - Overridable methods to check if should update and reset update checks
1 Year Ago
Removed debug Tweaked prefab rigidbody
1 Year Ago
Better ground alignment
1 Year Ago
- Successfully made read/write serverside methods for any sync var contained inside an entity - Managed to remove variable ids and rely on constant ordering/reading (sync vars are now cheaper than RPCs bandwith wise) - Pack all sync vars into one packet (might need adjustment) - Cleaned up code - Fixed a bunch of generation errors
1 Year Ago
reduce vertex lookups in simplification