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5,958 Commits over 974 Days - 0.25cph!

1 Year Ago
Scale all damage types rather than bothering with an index
1 Year Ago
Compile error
1 Year Ago
Cleanup
1 Year Ago
Route Boomerang catch code through modelstate - like it always should've been
1 Year Ago
Generation fixes
1 Year Ago
Allow sending sync vars to specific players Correct send info from client -> server
1 Year Ago
Turn packing off by default (this is so the server can send packets to different endpoints, eg player x, or y)
1 Year Ago
Protobuf support for sync vars
1 Year Ago
Throw error if too many sync vars are defined
1 Year Ago
Developer logging and disconnect/kick for incorrect replications on both client/server
1 Year Ago
Some fixes for client authoritative queue packing
1 Year Ago
Seperate client and server packing queues due to listen servers messing everything up Client now uses packed sending Cleanup
1 Year Ago
Batching system when sending packed sync vars. If all packed syncvars require a larger bitmask then split it over multiple send cycles
1 Year Ago
Swap syncvar system over to using bytes rather than ushorts. We will never reach max 255 per entity as the current queue limit is 32 (due to the bitmask), even if we split the queue its fine
1 Year Ago
Server receive packed sync var methods
1 Year Ago
naval_update ➡️ scientist_rhib
1 Year Ago
main ➡️ syncvars
1 Year Ago
main ➡️ naval_update
1 Year Ago
Minor changes
1 Year Ago
Fixed broken terrain setup
1 Year Ago
Prefab setup
1 Year Ago
Ensured boomerang return arc is more relative to throw direction rather than world direction. Better boomerang behaviour when thrown straight upwards
1 Year Ago
Prevent dropped boomerang from slipping behind entities Ensure boomerang impact effects are always played at the same place Don't bother trying to handle bones on the server - it never matches
1 Year 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)
1 Year 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)
1 Year Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
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
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
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
main ➡️ syncvars
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
Call base.OnHolster last so that our animator changes go through Remove old way of handling this
1 Year Ago
Fixed client write and send methods trying to use server write and send Fixed server recieve method being hooked up wrongly