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5,834 Commits over 943 Days - 0.26cph!

1 Year Ago
Cleanup start/stop queue methods Return hashset to the pool on stop
1 Year 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
1 Year 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
1 Year Ago
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1 Year Ago
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1 Year Ago
World changes
1 Year Ago
High quality compression settings
1 Year Ago
Made waterworld for testing
1 Year Ago
main ➡️ naval_update
1 Year Ago
Remade is broken icon Old one was looking super low res with higher monitor resolutions
1 Year Ago
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1 Year Ago
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1 Year 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
1 Year Ago
Some minor fixes Experimenting with different queue implementation
1 Year Ago
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1 Year Ago
main ➡️ syncvars
1 Year Ago
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1 Year Ago
boomerang_demo_timing_fix -> main
1 Year Ago
More accurate results in demo than before
1 Year 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
1 Year Ago
Setup more reliable found collider check
1 Year Ago
Filter out road meshes when spawning the Travelling Vendor
1 Year Ago
Ensure no left over vine instances are left in the work queue when pooling
1 Year 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.
1 Year Ago
Swap syncvars to send shorts instead. (Id is class relative so no problem with duplicates)
1 Year Ago
Equal, do not subscribing to delegate. Reduces some allocations.
1 Year Ago
Pregenerate field name ids rather than running it through string pool at runtime Very initial setup to support packed syncvars
1 Year Ago
boomerang_3p_hands_up_fix ➡️ main
1 Year Ago
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1 Year Ago
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
1 Year Ago
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1 Year Ago
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1 Year Ago
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly
1 Year 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
1 Year Ago
Add server receive methods Add CLIENT & SERVER preprocessor tags in generation step
1 Year Ago
main ➡️ syncvars
1 Year Ago
Fix storage monitor not being able to be placed on the Vending Machine
1 Year Ago
Increase the Vine view model exit time padding .1 -> .2
1 Year Ago
vine_lod_fix ➡️ main
1 Year Ago
⭕ Fix vine flickering and dissapearing ⭕ Mark Occludee as dynamic
1 Year Ago
vine_maxvelocity_nre_fix ➡️ main
1 Year Ago
Ensure max velocity > 0 even when null
1 Year Ago
Fix Vine Max Velocity NRE
1 Year Ago
boomerang_range_fix ➡️ main
1 Year Ago
Adusted boomerang range values
1 Year Ago
boomerang_range_fix -> main
1 Year 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
1 Year Ago
main -> vine_capsule_renderer
1 Year Ago
First compiling example of cheaper single server -> client sync vars 🎉 Ensure base entity initialises SyncVar hooks Clearer naming for handlers, Sync and Replicate
1 Year Ago
Missed files