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111,165 Commits over 3,928 Days - 1.18cph!

55 Days Ago
updated crafting ingredients
55 Days Ago
Unique explosion for HV rockets vs regular. HV rocket engines burn richer/darker smoke than regulars.
55 Days Ago
merge from main
55 Days Ago
fix realmed remove on sculpture
55 Days Ago
added ice sculpture wip icon - saving IconRender scene as it needs some setup for icon rendering
55 Days Ago
deployable paintable easel model and prefab progress currently not working
55 Days Ago
removed sign/pumpkin panel from sculpture item
55 Days Ago
updated guide mesh
55 Days Ago
added guide mesh for ice sculpture and a tool to generate one
55 Days Ago
Temporary unapproved bear skin redirect
55 Days Ago
merge from main
55 Days Ago
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55 Days Ago
Temporarly ragdoll the horse when colliding at high speed (wip stupid code)
55 Days 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.
55 Days 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
55 Days 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
56 Days Ago
Update: notify that a snapshot was taken when no delay was requested Tests: none, trivial change
56 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
56 Days Ago
Restored hibox, protection, mounting logic and corpse
56 Days Ago
Post timings
56 Days Ago
More refined screen shake
56 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
56 Days Ago
wip: Kill sync var tick on object death
56 Days Ago
Clean debug text
56 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
56 Days Ago
Code cleanup Collision damage tweaks
56 Days Ago
Perform type checks on initial sync var generation pass
56 Days Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
56 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
56 Days Ago
BaseRagdoll compile fix
56 Days Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
56 Days Ago
wip: working server -> client syncing
56 Days Ago
wip: Took me a day to realise there were seperate writer methods for client and server
56 Days Ago
Replaced the metal bonk effect for something more appropriate
56 Days Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
56 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
56 Days Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
56 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
56 Days Ago
properly disposing native structures in-editor when stopping play in editor
56 Days Ago
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56 Days Ago
merge from native_mesh_simplification
56 Days Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
56 Days Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
56 Days Ago
merge from ragdolling
56 Days Ago
Physics tweaks, updated grounded checks
56 Days Ago
merge from Twitch_Rivals_24
56 Days Ago
super tea effect changes