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6,002 Commits over 974 Days - 0.26cph!

20 Minutes Ago
Ability to dynamically add in single compatability layer remappings - this should allow the quick add to manifest buttons to auto add any remap changes as well
5 Hours Ago
Protos CodeGen
5 Hours Ago
When opening a demo check if the recorded manifest CRC is different than the one we have and if it is then ask the user if they want to use the comptability layer. Seperate client + server properly.
6 Hours Ago
Store a CRC check on the manifest - this can tell us if a demo was recorded with a different manifest, so we know when to optionally enable the compatability layer Add to the demo header
- Setup a seperate file for demo compatability rather than dumping it manifest - Only store deprecated strings for 120 days from generation (roughly 4 updates, this will need tweaked)
Demo compatability layer This will allow us to run older demos on newer versions of the game without breaking references in between. Before: - If you changed the name of an object it would break all demos before it. - If an RPC changed name it would break all demos before it Now: we can optionally cache all of the old names + hashes of objects and RPCs during each manifest build then on playback we can check for missing ones to fill in the blanks. Won't be a silver bullet but should prevent simple issues from destroying demos
Yesterday
Add snapping to auto turret and flame turret through the new auto system
Yesterday
Simplified the "Deployable Snapping" dropdown to just two buttons
Yesterday
First iteration of an automated system to find correct deployable snapping values. Will place a deployable against a ghost item in editor and calculate the perfect measurements
Yesterday
Cleanup prefab path
Yesterday
Initial attempt at a Train Ai that can patrol our existing rail network: - Based off the backend systems for Boat AI - Will reverse at dead ends - Will only work if theres a driver in the train car
2 Days Ago
Add ability to send and load delta changes in the player metabolism system. Use a header mask bit to discern whats in the proto
2 Days Ago
Use HasGreatlyChanged() for wetness, calories and hydration
3 Days Ago
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3 Days Ago
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3 Days Ago
Use HasGreatlyChanged() for temp and comfort
3 Days Ago
Only set metabolism has changed provided there has been a slight variation rather than an exact one. This prevents HasChanged() from firing if its like a 4th decimal place that changes
3 Days Ago
Set parent history projectile validation default to true
6 Days Ago
Fixed pooltable NRE'ing on spawn
6 Days Ago
Codegen Manifest
6 Days Ago
Second set of cherrypicks
6 Days Ago
First set of cherry picks from game_room_dlc old because of plastics 'issues' up to 151245
6 Days Ago
50cal_animation_improvements -> main
6 Days Ago
Fix the camera animation going off in a random direction and causing a random pop - used jarryds method
6 Days Ago
Dont turn the yaw back to 0 when reloading 50cal - it's not needed
6 Days Ago
main -> 50cal_animation_improvements
6 Days Ago
deployable_snapping_settings_fix -> main
6 Days Ago
Fix diffferent snap modes not properly registering on the server
7 Days Ago
industrial_conveyor_network_optimize -> main
7 Days Ago
Unbusy has to call the full update because we are .5s later
7 Days Ago
- Prevent Unbusy from also calling a network update - Prevent Invokes from allocating in client tweens and when unbusy is invoked
7 Days Ago
Stop industrial conveyors from sending 4 network updates rather than one every time the switch is set on or off (until flag changes are implemented)
7 Days Ago
network_analyser_rebuild -> main
7 Days Ago
Full remake of the network analyser UI. Supports: - looking at a delta (last x seconds) - Pin/Compare snapshots side by side - Anomaly Highlighting (needs more work), highlights rows that are particularly expensive considering our bandwidth
7 Days Ago
50cal_animation_improvements -> main
7 Days Ago
player_loot_mark_dirty_fix -> main
7 Days Ago
Remove repeated allocation in PlayerLoot::MarkDirty
7 Days Ago
Fix 'elbow-ness' a little on the front turret
8 Days Ago
New rear turret IK curves
8 Days Ago
Map hand ik to a curve instead of using raw values (just like the parachute) - Good first pass curve on front - Good first pass curve on rear Map distance to turret during reload to a curve. Reduces snapping on the rear turret at the end of animations - Good first pass curve on rear
8 Days Ago
Add some hand blend in at the end of reload animations. Not perfect but substantially better than what it was
8 Days Ago
main -> 50cal_animation_improvements
8 Days Ago
mountable_rollback -> main
8 Days Ago
Refactor tick parent history into TickHistory
8 Days Ago
Set parenthistory to false as default
8 Days Ago
Fix 50cal idle animations being set with ammo or no ammo incorrectly when sitting idle
8 Days Ago
Fix rear turret having incorrect animator time setting
8 Days Ago
main -> mountable_rollback
8 Days Ago
Use Jarryds hack to ennsure pt boat turret reload animation doesnt drift from the players reload animation (stupid unity issue)
9 Days Ago
steam_icons_upload_refactor_2 -> main