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4,697 Commits over 762 Days - 0.26cph!

- Added RPC name under the info section of RPC packets - Added global filters for server/client realms - Added packet type breakdown of the top packets - Clean restyle of the net graph
Add a network graph
Yesterday
First draft of a network profiler. Featuring: - Simple packet stats - Advanced stats (entity name, packet size, timestamp etc) - Filtering via timestamp, name, type, direction, realms - Per entity bandwidth usage, showing how much % of the bandwidth is taken up by what packets
Yesterday
compile error
Yesterday
Store: - RPC inbound/outbound - SyncVar inbound/outbound - PackedSyncVar inbound/outbound - Effect inbound/outbound Missed some metrics here and there, but critically I've managed to grab the id its going to for each one
Yesterday
Setup data structures to store more detailed packet information, this will be stored and handled locally rather than being sent off for analytics. Data will be stored in a big ass circular buffer that we can then sort through to do the analytics. These include: - Basic data we stored before (byte size, type, etc) - Associated entity with the packet - Optional full packet data - Timestamp
Yesterday
More NRE fixes - lods were swapping before seat ref was established
Yesterday
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
Yesterday
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
4 Days Ago
turret_head_animations -> naval_update
4 Days Ago
Another compile fix
4 Days Ago
Fixed compile errors
4 Days Ago
turret_head_animations -> naval_update
4 Days Ago
Stop the reload animations of a turret if you hop off
4 Days Ago
Fix some issues with my one shot cancellation
4 Days Ago
Stop current player one shot if mounting or dismounting
4 Days Ago
Made front turret way smoother to look around with
4 Days Ago
naval_update -> turret_head_animations
4 Days Ago
multi_drop_nre_fix -> main
4 Days Ago
add printouts
4 Days Ago
- Setup a method to emulate the twitch drop crash from before - Codegen
5 Days Ago
Wrap the whole menu init sequence in a try/catch
5 Days Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
5 Days Ago
5 Days Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
5 Days Ago
Reorient the front point pivot
5 Days Ago
Fixed position offset on the front turret
5 Days Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
5 Days Ago
turret_head_animations -> naval_update
5 Days Ago
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities - Remove any clientside angle smoothing - bad idea (causing minor stutters) - Deleted unused head anims folder
5 Days Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
5 Days Ago
Yaw needs to be set as well due to where our animation starts
5 Days Ago
Actually set the pitch values to prevent them trying to continue where they left off
5 Days Ago
- Save client predicted weapon rotation adjustments into the state circular buffer - Ensures this forced position update is classified as valid on the client, preventing reconcilliation Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
5 Days Ago
Fix some causes of reconcilliation after a reload - Dont generate predicted states when reloading - Force update visual weapon rotation when reconcilling, dont just update internal values - Increase degree offset required for reoncilliation
6 Days Ago
naval_update -> turret_head_animations
6 Days Ago
scientist_boats_ai_improvements_3 -> naval_update
6 Days Ago
Some more tuning: - Reduce group cohesion a little (they were a bit too stuck into groups) - Can jump to a new macro target earlier (makes them less stubborn) - Increase how far out they need to be before they will begin pulling towards the centre - Greatly increase the applied centre force (they cant get out of moving to the centre as easily)
6 Days Ago
Reynolds wander isn't working very well for us - boats seem to bunch up on the same map edges Rewrote all of the boat wander state: - Now pick macro and micro directions - Macro is a fixed target point (within deepsea bounds or in random direction) - Micro is the same Reynolds stuff but done simpler - Combine them together for a bit of a better approach Boats now traverse around the whole of the deepsea bounds rather than sticking to an edge. Much cleaner and more reliable
6 Days Ago
scientist_boat_ai_improvements_3 -> naval_update
6 Days Ago
Fixed the AI Boat triggers on the oilrigs. S2P
7 Days Ago
scientist_boats_improvements_3 -> naval_update
7 Days Ago
Pull towards the centre the further out the boats are in the deepsea
7 Days Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs
7 Days Ago
- Add boat ai avoidance volumes to tropical 1-4 - S2P
7 Days Ago
naval_update -> scientist_boat_ai_improvements_3
7 Days Ago
turret_head_animations -> naval_update
7 Days Ago
Adjust rhib scientists HP
7 Days Ago
More oil rig boat ai avoidance layer adjustments