reporust_rebootcancel

129,002 Commits over 4,232 Days - 1.27cph!

12 Months Ago
work around horrible flickering when in 2D editor view
12 Months Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
12 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
12 Months Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
12 Months Ago
add metallic workflow version of LocalCoord Diffuse
12 Months Ago
Rocket explosion.
12 Months Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
12 Months Ago
12 Months Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
12 Months Ago
not trying to simplify the mesh to 10% anymore
12 Months Ago
Setup both client and server send methods
12 Months 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
12 Months 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
12 Months Ago
Rocket setup
12 Months Ago
fixed compile errors
12 Months Ago
compile fix
12 Months Ago
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
12 Months 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
12 Months Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
12 Months Ago
Update: generate snapshots under server root Tests: exported in editor, found in the right location
12 Months Ago
re-added early exit on flipped check loop
12 Months Ago
minor cleanup and crunching meshes down for 20% reduction
12 Months Ago
fixed a ton of floating foliage in underwater divesites, some ground gaps
12 Months Ago
Added bespoke textures for removeable battering ram scoop. Added LODs for ram hardware.
12 Months Ago
removed older underwater rock formations from procmap stack and autospawn folder
12 Months Ago
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
12 Months Ago
Support min/max item def IDs for uploading item icons via the WorkshopIconRender component
12 Months Ago
Updated icons for cinematic gestures (for preview in wheel)
12 Months Ago
Fixed inputs not set to 0 when dismounting Added some debug to visualize forces wee impulse forward when jumping + some tweaks
12 Months Ago
Added road/tarmac tiled cube prefabs
12 Months Ago
Unsaved mat tweak
12 Months Ago
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
12 Months Ago
Fixed material changes on cube_glowing_cool + _warm prefabs
12 Months 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
12 Months Ago
Fixed NRE in SkeletonEditor
12 Months Ago
Changed rotations to use relative torque Added some friction and restored drag + speed and collider tweaks
12 Months Ago
Undo: unintentional change to ProjectSettings, reverted by hand Tests: none, trivial change
12 Months 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
12 Months Ago
Generated code compile errors
12 Months 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
12 Months Ago
Removed debug Tweaked prefab rigidbody
12 Months Ago
Better ground alignment
12 Months 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
12 Months Ago
reduce vertex lookups in simplification
12 Months Ago
switched out normal parallel check in simplification with a dirtier cross product based one to remove a couple of normalize calls - 75% perf improvement
12 Months Ago
chicken coup progress better uvs and mesh. now has hay on the inside too.
12 Months Ago
- Added sync var receive code gen (net read method infered from variable type) - Sync var pooled strings added to manifest
12 Months Ago
Bury empty player corpses with a shovel to place a grave, pay respects at grave to view player name, killer name, born and death dates and times and the name of the player who laid them to rest.
12 Months Ago
more cleanup, profiling, and some micro optim
12 Months Ago
adjusted strap for improvised shield