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121,514 Commits over 4,048 Days - 1.25cph!

6 Months Ago
Unique explosion for HV rockets vs regular. HV rocket engines burn richer/darker smoke than regulars.
6 Months Ago
merge from main
6 Months Ago
fix realmed remove on sculpture
6 Months Ago
added ice sculpture wip icon - saving IconRender scene as it needs some setup for icon rendering
6 Months Ago
deployable paintable easel model and prefab progress currently not working
6 Months Ago
removed sign/pumpkin panel from sculpture item
6 Months Ago
updated guide mesh
6 Months Ago
added guide mesh for ice sculpture and a tool to generate one
6 Months Ago
Temporary unapproved bear skin redirect
6 Months Ago
merge from main
6 Months Ago
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6 Months Ago
Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
6 Months Ago
Merge: from profiling_improvements - This brings ServerProfiler over, our own tool to generate server profiling snapshots - To activate, start your server with "-enableProfiler", to take a snapshot use admin server command profile.perfsnapshot (files in <root>/server/<ident>/profiler/) Tests: Exported multiple snapshots from Editor running Craggy, Release server running 6k Procgen world and a couple from Debug server.
6 Months Ago
Bugfix: avoid leaking repeating invoke when taking snapshots - Also avoids ambiguity of taking multiple snapshots Tests: generated 2 snapshots in editor back to back with a delay
6 Months Ago
- Truncate menu tip text so it doesn't overrun loading screen - Filter rich text tags from menu tip text except color, b, u, and i - Added string extension method for escaping specific tags - Updated StringView to allow StringComparison options when comparing to a string - Track queue wait times and reasons for exiting the queue
6 Months Ago
Update: notify that a snapshot was taken when no delay was requested Tests: none, trivial change
6 Months Ago
Merge: from main Tests: built all modes in editor, exported snapshot from editor's Craggy 5 times in a row, built standalone release server and exported snapshot 3 times
6 Months Ago
Restored hibox, protection, mounting logic and corpse
6 Months Ago
Post timings
6 Months Ago
More refined screen shake
6 Months Ago
deployable targets type a and type b type a is more human-like type b is like a dueling tree will need a programmer to look over stuff, again
6 Months Ago
wip: Kill sync var tick on object death
6 Months Ago
Clean debug text
6 Months Ago
wip: Automatically sync vars should any change. Uses a polling method for now: - Invoke poll in fixed repeat time - Syncvar handler no longer requires default value
6 Months Ago
Code cleanup Collision damage tweaks
6 Months Ago
Perform type checks on initial sync var generation pass
6 Months Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
6 Months Ago
Update: Add chat feedback when perf snapshot is being taken It'll warn users if they're in the middle of something important Tests: exported in editor with no delay and default standalone delay
6 Months Ago
BaseRagdoll compile fix
6 Months Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
6 Months Ago
wip: working server -> client syncing
6 Months Ago
wip: Took me a day to realise there were seperate writer methods for client and server
6 Months Ago
Replaced the metal bonk effect for something more appropriate
6 Months Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
6 Months Ago
Update: Add commandline argument support to explicitly turn on profiler instrumentation - Added log to explicitly confirm if it's enabled or disabled Tests: ran in editor and server standalone with and without it being enabled
6 Months Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
6 Months Ago
Bugfix: avoid a rare case of dealocating main thread's Allocs storage - Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler. Discovered when doing additional testing in standalone (somehow editor was unaffected) Tests: did 6 snapshots of standalone server with 6k map - no crashes
6 Months Ago
properly disposing native structures in-editor when stopping play in editor
6 Months Ago
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6 Months Ago
merge from native_mesh_simplification
6 Months Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
6 Months Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
6 Months Ago
merge from ragdolling
6 Months Ago
Physics tweaks, updated grounded checks
6 Months Ago
merge from Twitch_Rivals_24
6 Months Ago
super tea effect changes
6 Months Ago
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