reporust_rebootcancel

133,388 Commits over 4,293 Days - 1.29cph!

1 Year Ago
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
1 Year Ago
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population Add `delete_all_populations` to delete all entities inside every spawn population
1 Year Ago
merge from garage_door_wire_fix
1 Year Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
1 Year Ago
Increased ballista textures aniso level, less blurry in first person view
1 Year Ago
primitive -> 4ShotMiniCrossbow
1 Year Ago
Ballista: Fixed reloading while aiming feeling choppy Improved the client prediction Broke the audio tho, needs more work
1 Year Ago
Imported Pies World Model FBX Setup a Basic Pie World Model Prefab
1 Year Ago
Updated Pie Materials and Increase Pie AO Texture Map
1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Fix NRE on server startup by removing the balancing of spawn population weights - trust that the convars will be set early enough in startup - worst case the weights will even themselves out as players consume resources
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Remove unused max walking speed
1 Year Ago
- Cleaned up siege tower ramp colliders - Ensured transition onto siege tower ramp and into the door are smooth
1 Year Ago
Added tiling reinforced glass material. Removed baked AO from battering ram door.
1 Year Ago
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.
1 Year Ago
Rotated Crossbow worldmodel again
1 Year Ago
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)
1 Year Ago
Added right click method to print out npc vending orders into a nice text format
1 Year Ago
Baseline
1 Year Ago
Ensured the rest of the siege towers are in the correct bundle
1 Year Ago
Ensured siege tower is in the correct content bundle
1 Year Ago
Added missing label to siege tower (was preventing it from being picked up on manifest build)
1 Year Ago
Updating battering ram hardware rig
1 Year Ago
Added separate reflection modulation support to the environment volumes
1 Year Ago
Add placeholder sounds for the tiger
1 Year Ago
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
1 Year Ago
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
1 Year Ago
Clean: FullServerDemo - separate benchmarking code to a partial class Tests: editor compile in Client, Client+Server and Server modes
1 Year Ago
Buildfix: don't leak server-only callbacks for IDemoProcessor Tests: compiled in editor in Client mode
1 Year Ago
Reassign tiger skeleton bones
1 Year Ago
Forward OnDied to entity component
1 Year Ago
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
1 Year Ago
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).
1 Year Ago
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1 Year Ago
assigned tiger avatar definition to tiger anims
1 Year Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
1 Year Ago
Hook tiger weak hit anim
1 Year Ago
Experiment with bleeding
1 Year Ago
Override hurt now that we have the method
1 Year Ago
Cherry pick entity component hurt method addition
1 Year Ago
Small polish to jungle floor kits (ongoing)
1 Year Ago
Merge from main
1 Year Ago
Update tiger gait speeds
1 Year Ago
merge from lunar_new_year_2025
1 Year Ago
fixed lunar dividers not being destroyed after frame is destroyed
1 Year Ago
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.
1 Year Ago
First pass on spawning process, status tracking, loot panels
1 Year Ago
Prototyping a new simple chicken for use in coops
1 Year Ago
Merge from parent