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111,096 Commits over 3,928 Days - 1.18cph!

55 Days Ago
Update: notify that a snapshot was taken when no delay was requested Tests: none, trivial change
55 Days 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
55 Days Ago
Restored hibox, protection, mounting logic and corpse
55 Days Ago
Post timings
55 Days Ago
More refined screen shake
55 Days 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
55 Days Ago
wip: Kill sync var tick on object death
55 Days Ago
Clean debug text
55 Days 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
55 Days Ago
Code cleanup Collision damage tweaks
55 Days Ago
Perform type checks on initial sync var generation pass
55 Days Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
55 Days 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
55 Days Ago
BaseRagdoll compile fix
55 Days Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
55 Days Ago
wip: working server -> client syncing
55 Days Ago
wip: Took me a day to realise there were seperate writer methods for client and server
55 Days Ago
Replaced the metal bonk effect for something more appropriate
55 Days Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
55 Days 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
55 Days Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
55 Days 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
55 Days Ago
properly disposing native structures in-editor when stopping play in editor
55 Days Ago
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55 Days Ago
merge from native_mesh_simplification
55 Days Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
55 Days Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
55 Days Ago
merge from ragdolling
55 Days Ago
Physics tweaks, updated grounded checks
55 Days Ago
merge from Twitch_Rivals_24
55 Days Ago
super tea effect changes
55 Days Ago
Revert ProjectSettings
55 Days Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
55 Days Ago
merge from main
55 Days Ago
Merge from localcoord-blend-layer
56 Days Ago
Added talk_06 anim as cinematic gesture
56 Days Ago
deployable target will need a programmer to look over stuff again
56 Days Ago
work around horrible flickering when in 2D editor view
56 Days Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
56 Days Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
56 Days Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
56 Days Ago
add metallic workflow version of LocalCoord Diffuse
56 Days Ago
Rocket explosion.
56 Days Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
56 Days Ago
56 Days Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
56 Days Ago
not trying to simplify the mesh to 10% anymore
56 Days Ago
Setup both client and server send methods
56 Days Ago
Update: export worker threads in the json snapshot - Also fixed a bug I introduced in previous submit that led to sporadic exceptions Tests: exported 5 profiles in a row from Craggy in Editor, exported 2 in standalone, checked in perfetto
56 Days Ago
deferred mesh simplification - sculpture waits for a period of inactivity to schedule mesh simplification - mesh simplification is run in a background thread, while the unoptimised mesh is displayed immediately - handles multiple enqueued simplification requests with job dependencies, preferring wasted background computation over main thread blocking