121,568 Commits over 4,048 Days - 1.25cph!
Landmines now have a 15% chance to explode on being disarmed.
This was always the intended gameplay behaviour but turns out there was a bug that prevented it from exploding. Instead, it previously bugged out and did nothing, allowing the triggering player to walk off
restricting placement to constructions
Fixed impact surface normal orientation.
updated crafting ingredients
Unique explosion for HV rockets vs regular.
HV rocket engines burn richer/darker smoke than regulars.
fix realmed remove on sculpture
added ice sculpture wip icon
- saving IconRender scene as it needs some setup for icon rendering
deployable paintable easel
model and prefab progress
currently not working
removed sign/pumpkin panel from sculpture item
added guide mesh for ice sculpture and a tool to generate one
Temporary unapproved bear skin redirect
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Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
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.
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
- 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
Update: notify that a snapshot was taken when no delay was requested
Tests: none, trivial change
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
Restored hibox, protection, mounting logic and corpse
More refined screen shake
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
wip: Kill sync var tick on object death
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
Code cleanup
Collision damage tweaks
Perform type checks on initial sync var generation pass
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
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
Splitted the code in client/server files
Updated naming and moved everything in the right folders
wip: working server -> client syncing
wip: Took me a day to realise there were seperate writer methods for client and server
Replaced the metal bonk effect for something more appropriate
Clean: remove unnecessary params in ProfilerExporter
Tests: none, trivial change
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
Collision damage
Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
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
properly disposing native structures in-editor when stopping play in editor
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merge from native_mesh_simplification
cleanup and logging procedural mesh stats with a logmeshstats convar
Horse head and body bounciness, so we don't lose too much speed when bumping on trees