userIan Hendersoncancel

5,487 Commits over 882 Days - 0.26cph!

10 Months Ago
Ensure child classes of SyncVar are picked up in SyncVar Codegen Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
10 Months Ago
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
10 Months Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
10 Months Ago
Cleanup start/stop queue methods Return hashset to the pool on stop
10 Months Ago
Conditional sync vars now force sending. We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed. Invoking force prevents us from having to maintain a dictionary of values for every entity
10 Months Ago
Server -> Client Syncvars properly syncing up via a fixed repeating queue Cancel repeating invoke on entity destroy Bitmask setup as a uint - 32 sync vars max per class
10 Months Ago
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10 Months Ago
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10 Months Ago
World changes
10 Months Ago
High quality compression settings
10 Months Ago
Made waterworld for testing
10 Months Ago
main ➡️ naval_update
10 Months Ago
Remade is broken icon Old one was looking super low res with higher monitor resolutions
10 Months Ago
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10 Months Ago
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10 Months Ago
Ensure jungle waterhole is not a viable crash site for the helicopter Ensure all Lakes/Oasis don't allow heli crash MonumentInfo 'AllowPatrolHeliCrash' is set to default to false - prevents this happeneing in the future
10 Months Ago
Some minor fixes Experimenting with different queue implementation
10 Months Ago
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10 Months Ago
main ➡️ syncvars
10 Months Ago
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10 Months Ago
boomerang_demo_timing_fix -> main
10 Months Ago
More accurate results in demo than before
10 Months Ago
Fixed client prediction code trying to be run in demo, this was causing some timing innacuracies Don't attempt to move the boomerang if the demo is scrubbing Try and predict model state if scrubbing
10 Months Ago
Setup more reliable found collider check
10 Months Ago
Filter out road meshes when spawning the Travelling Vendor
10 Months Ago
Ensure no left over vine instances are left in the work queue when pooling
10 Months Ago
Setup queuing and packing methods. SyncVars are added to each entities queue. Setup Sync() and SyncImmediate(), behaves similarly to SendNetworkUpdate() and SendNetworkUpdateImmediate() Setup standardised getter method to retreive sync vars current values without using reflection or any pre existing list.
10 Months Ago
Swap syncvars to send shorts instead. (Id is class relative so no problem with duplicates)
10 Months Ago
Equal, do not subscribing to delegate. Reduces some allocations.
10 Months Ago
Pregenerate field name ids rather than running it through string pool at runtime Very initial setup to support packed syncvars
10 Months Ago
boomerang_3p_hands_up_fix ➡️ main
10 Months Ago
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10 Months Ago
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
10 Months Ago
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10 Months Ago
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10 Months Ago
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
10 Months Ago
Can mark SyncVars as [ClientAuthority] This changes the ifdef blocks used in the resulting replicate and sync methods Changed test code to include a client -> server Syncvar
10 Months Ago
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
10 Months Ago
main ➡️ syncvars
10 Months Ago
Fix storage monitor not being able to be placed on the Vending Machine
10 Months Ago
Increase the Vine view model exit time padding .1 -> .2
10 Months Ago
vine_lod_fix ➡️ main
10 Months Ago
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
10 Months Ago
vine_maxvelocity_nre_fix ➡️ main
10 Months Ago
Ensure max velocity > 0 even when null
10 Months Ago
Fix Vine Max Velocity NRE
10 Months Ago
boomerang_range_fix ➡️ main
10 Months Ago
Adusted boomerang range values
10 Months Ago
boomerang_range_fix -> main
10 Months Ago
Fixed Boomerang not having better attack range on players and NPCs Rewrote server projectile to allow overrides in the right places Boomerang does two attack checks - hits players and npcs at a higher radius