121,377 Commits over 4,018 Days - 1.26cph!
Fixed material changes on cube_glowing_cool + _warm prefabs
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
Fixed NRE in SkeletonEditor
Changed rotations to use relative torque
Added some friction and restored drag
+ speed and collider tweaks
Undo: unintentional change to ProjectSettings, reverted by hand
Tests: none, trivial change
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
Generated code compile errors
- 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
Removed debug
Tweaked prefab rigidbody
- 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
reduce vertex lookups in simplification
switched out normal parallel check in simplification with a dirtier cross product based one to remove a couple of normalize calls
- 75% perf improvement
chicken coup progress
better uvs and mesh.
now has hay on the inside too.
- Added sync var receive code gen (net read method infered from variable type)
- Sync var pooled strings added to manifest
Bury empty player corpses with a shovel to place a grave, pay respects at grave to view player name, killer name, born and death dates and times and the name of the player who laid them to rest.
more cleanup, profiling, and some micro optim
adjusted strap for improvised shield
Smoke grenade / rocket WIP.
cherry pick carve radius change
dropped carve radius for testing
chicken coup model
blockout with temp uv's
fixed some floating rock at arctic base
fixed glitchy pump pipes on small oilrig
updated tutorial island cliffs, rock formations for new style
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Added a bunch of coloured wood panel tiled cube prefabs for map makers/modders.
https://files.facepunch.com/paddy/20241112/woodpanel_tiledcubes_preview.jpg
Merge from localcoord-blend-layer
Update: export snapshots into separate folder
Makes it easier to build tooling for it
Tests: generated an editor snapshot
cleanup and correct ref access to ref readonly access where appropriate
- SyncVar write and send methods
- Start of codegen
move ApplyBlend4WayLayer into StandardLayers
Better jump controls
Client head IK tweaks
add blend layer support to localcoord diffuse shader
Added a buryyable loot container.
Use the shovel to bury, and metal detector and shovel to find and dig up again.
- BaseNetworkable & EntityComponent methods
- Remove ServerManager receive method for now
- Fill out client receive method for sync var
- Handle message case in Client.Connection
- Added attribute (toggleable client authority)
- Limit SyncVars to a set of 14 specific types
- Static helper methods
Horses can jump (wip)
Tweaked server colliders
- Added packet id
- Handle message case in ServerManager
- Initial OnSyncVarMessage method
Updated vine tree greybox
Handbrake so we don't slide down slopes
Somewhat working gravity
Baseline
Horse movements using physics like vehicles
Update: allow specifying the name and how many frames to collect for perf snapshot
- We support max 10 frames of recording, so frames input gets clamped
- Also left a note for future maintenance
Tests: exported multiple snapshots in editor with 1 and 11 frames