111,010 Commits over 3,928 Days - 1.18cph!
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
█▄▅▊▌▊▆ ▇█▇▅█▅▊ ▍▆▍ ▇▊▉▌▇
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
- ▉▍▋▋█ ▌▅▋▇ ▇▆▋ █▌ █▊▊▄▍▇▆█▇▄ ▇▇▇ ▌▍▅▄ ▍▋▍▅ █▌ ▅▌▌█ ▋▉▆ ▇█▆▉▍▄ ▆▌▇▇ ▉▄▊ ▊█▄█▆▋▆▇▇▍ █▋▄ ▌█▅▄▍▉▌
- ▄▋▌ ▅▋▌▌ ▍▅▉ ██▄▋▆▋▋▇▅▍ ▇▍▄▉▋▌▍▆▌▊ ▆█ ▄▆▊ ▍▉▍▊█▌ ▇▅▌ ▉▄▋▇▉▊▇
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
Physics tweaks, updated grounded checks
merge from Twitch_Rivals_24
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
Merge from localcoord-blend-layer
Added talk_06 anim as cinematic gesture