userIan Hendersoncancel

4,702 Commits over 762 Days - 0.26cph!

Fix console not working on first open (eg youd open it to a blank screen)
Group buckets via log type (log types that are different from the 'running log' will create a new bucket
Setup correct warning colour
- Setup virtual flex - Got something printing, buffer is working
Initial console page backend work: - Timestamp bucketing system - Fixed size queue system - Simple rewrite of console
Yesterday
- 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
Yesterday
Add a network graph
2 Days Ago
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
2 Days Ago
compile error
2 Days Ago
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
2 Days Ago
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
3 Days Ago
More NRE fixes - lods were swapping before seat ref was established
3 Days Ago
3 Days Ago
- 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
3 Days Ago
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.
5 Days Ago
turret_head_animations -> naval_update
5 Days Ago
Another compile fix
5 Days Ago
Fixed compile errors
5 Days Ago
turret_head_animations -> naval_update
5 Days Ago
Stop the reload animations of a turret if you hop off
5 Days Ago
Fix some issues with my one shot cancellation
5 Days Ago
Stop current player one shot if mounting or dismounting
5 Days Ago
Made front turret way smoother to look around with
5 Days Ago
naval_update -> turret_head_animations
5 Days Ago
multi_drop_nre_fix -> main
5 Days Ago
add printouts
5 Days Ago
- Setup a method to emulate the twitch drop crash from before - Codegen
6 Days Ago
Wrap the whole menu init sequence in a try/catch
6 Days Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
6 Days Ago
6 Days Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
6 Days Ago
Reorient the front point pivot
6 Days Ago
Fixed position offset on the front turret
6 Days Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
6 Days Ago
turret_head_animations -> naval_update
6 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
6 Days Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
6 Days Ago
Yaw needs to be set as well due to where our animation starts
6 Days Ago
Actually set the pitch values to prevent them trying to continue where they left off
6 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
6 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
7 Days Ago
naval_update -> turret_head_animations
7 Days Ago
scientist_boats_ai_improvements_3 -> naval_update
7 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)
7 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
7 Days Ago
scientist_boat_ai_improvements_3 -> naval_update
7 Days Ago
Fixed the AI Boat triggers on the oilrigs. S2P
8 Days Ago
scientist_boats_improvements_3 -> naval_update
8 Days Ago
Pull towards the centre the further out the boats are in the deepsea
8 Days Ago
Avoid AI mounted weapon controller sometimes targetting other NPCs