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6,141 Commits over 1,004 Days - 0.25cph!

35 Days Ago
- More involved 'needs compatability' check - Only show popup provided compatability is previously turned off
35 Days Ago
main -> demo_compatability_layer
35 Days Ago
jesus_animation_fix -> main
35 Days Ago
Use small delta changes for water level model state rather than exacts with ==
35 Days Ago
Allow doprepare to add to the demo compatability file Ensure prefab ids dont match wont fire if using the compatability layer
36 Days Ago
Further cleanup, boolean gating for lookup creating
36 Days Ago
Compile fix
36 Days Ago
Cleanup, rewrites
36 Days Ago
main -> demo_compatability_layer
36 Days Ago
update_metabolism_network_optimization -> main
39 Days Ago
Ugly initial setup to stop grenades + c4/satches from feeling laggy to throw and stop them coming out of the players eyes
40 Days 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
40 Days Ago
Protos CodeGen
40 Days 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.
40 Days 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
40 Days Ago
- 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)
40 Days Ago
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
41 Days Ago
Add snapping to auto turret and flame turret through the new auto system
41 Days Ago
Simplified the "Deployable Snapping" dropdown to just two buttons
41 Days Ago
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
41 Days Ago
Cleanup prefab path
41 Days Ago
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
42 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
42 Days Ago
Use HasGreatlyChanged() for wetness, calories and hydration
43 Days Ago
Use HasGreatlyChanged() for temp and comfort
43 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
43 Days Ago
Set parent history projectile validation default to true
45 Days Ago
Fixed pooltable NRE'ing on spawn
45 Days Ago
Codegen Manifest
45 Days Ago
Second set of cherrypicks
45 Days Ago
First set of cherry picks from game_room_dlc old because of plastics 'issues' up to 151245
46 Days Ago
50cal_animation_improvements -> main
46 Days Ago
Fix the camera animation going off in a random direction and causing a random pop - used jarryds method
46 Days Ago
Dont turn the yaw back to 0 when reloading 50cal - it's not needed
46 Days Ago
main -> 50cal_animation_improvements
46 Days Ago
deployable_snapping_settings_fix -> main
46 Days Ago
Fix diffferent snap modes not properly registering on the server
46 Days Ago
industrial_conveyor_network_optimize -> main
46 Days Ago
Unbusy has to call the full update because we are .5s later
46 Days Ago
- Prevent Unbusy from also calling a network update - Prevent Invokes from allocating in client tweens and when unbusy is invoked
46 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)
46 Days Ago
network_analyser_rebuild -> main
47 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
47 Days Ago
50cal_animation_improvements -> main
47 Days Ago
player_loot_mark_dirty_fix -> main
47 Days Ago
Remove repeated allocation in PlayerLoot::MarkDirty
47 Days Ago
Fix 'elbow-ness' a little on the front turret
47 Days Ago
New rear turret IK curves
47 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
48 Days Ago
Add some hand blend in at the end of reload animations. Not perfect but substantially better than what it was