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

56 Days Ago
Revert ProjectSettings
56 Days Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
56 Days Ago
merge from main
56 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
57 Days Ago
add metallic workflow version of LocalCoord Diffuse
57 Days Ago
Rocket explosion.
57 Days Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
57 Days Ago
57 Days Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
57 Days Ago
not trying to simplify the mesh to 10% anymore
57 Days Ago
Setup both client and server send methods
57 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
57 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
57 Days Ago
Rocket setup
57 Days Ago
fixed compile errors
57 Days Ago
compile fix
57 Days Ago
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
57 Days Ago
Update: record marks from worker threads - Had to leave allocation tracking enabled for main thread only - there's a comment explaining why Need to implement export for worker threads - that's next Tests: exported snapshot from Craggy in editor and opened in Perfetto
57 Days Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
57 Days Ago
Update: generate snapshots under server root Tests: exported in editor, found in the right location
57 Days Ago
re-added early exit on flipped check loop
57 Days Ago
minor cleanup and crunching meshes down for 20% reduction
57 Days Ago
fixed a ton of floating foliage in underwater divesites, some ground gaps
57 Days Ago
Added bespoke textures for removeable battering ram scoop. Added LODs for ram hardware.
57 Days Ago
removed older underwater rock formations from procmap stack and autospawn folder
57 Days Ago
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
57 Days Ago
Support min/max item def IDs for uploading item icons via the WorkshopIconRender component
57 Days Ago
Updated icons for cinematic gestures (for preview in wheel)
57 Days Ago
Fixed inputs not set to 0 when dismounting Added some debug to visualize forces wee impulse forward when jumping + some tweaks
57 Days Ago
Added road/tarmac tiled cube prefabs
57 Days Ago
Unsaved mat tweak
57 Days Ago
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
57 Days Ago
Fixed material changes on cube_glowing_cool + _warm prefabs
57 Days Ago
Increased Y inertia tensor to fix the residual rotation caused by gravity Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
57 Days Ago
Fixed NRE in SkeletonEditor
57 Days Ago
Changed rotations to use relative torque Added some friction and restored drag + speed and collider tweaks
57 Days Ago
Undo: unintentional change to ProjectSettings, reverted by hand Tests: none, trivial change
57 Days Ago
Update: rewrote ServerProfiler TLS storage - Instead of having per-frame storage, we now have one big buffer - Rewrote ProfilerExporter to support changes - Removes a weird stall on EndOfFrame invoke in standalone I couldn't find a way to implement lock-free perf mark recording with previous approach, but now I should have a way - will attempt next. Tests: exported profile from Craggy in editor and standalone 6k server - both open in Perfetto and look coherent
57 Days Ago
Generated code compile errors
57 Days Ago
- Added sync var handlers to detect changes in sync vars - Generated at code gen - Overridable methods to check if should update and reset update checks
58 Days Ago
Removed debug Tweaked prefab rigidbody
58 Days Ago
Better ground alignment
58 Days Ago
- Successfully made read/write serverside methods for any sync var contained inside an entity - Managed to remove variable ids and rely on constant ordering/reading (sync vars are now cheaper than RPCs bandwith wise) - Pack all sync vars into one packet (might need adjustment) - Cleaned up code - Fixed a bunch of generation errors
58 Days Ago
reduce vertex lookups in simplification