reporust_rebootcancel

130,622 Commits over 4,232 Days - 1.29cph!

1 Year Ago
Replaced the metal bonk effect for something more appropriate
1 Year Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
1 Year 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
1 Year Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
1 Year 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
1 Year Ago
properly disposing native structures in-editor when stopping play in editor
1 Year Ago
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1 Year Ago
merge from native_mesh_simplification
1 Year Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
1 Year Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
1 Year Ago
merge from ragdolling
1 Year Ago
Physics tweaks, updated grounded checks
1 Year Ago
merge from Twitch_Rivals_24
1 Year Ago
super tea effect changes
1 Year Ago
Revert ProjectSettings
1 Year Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
1 Year Ago
merge from main
1 Year Ago
Merge from localcoord-blend-layer
1 Year Ago
Added talk_06 anim as cinematic gesture
1 Year Ago
deployable target will need a programmer to look over stuff again
1 Year Ago
work around horrible flickering when in 2D editor view
1 Year Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
1 Year Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
1 Year Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
1 Year Ago
add metallic workflow version of LocalCoord Diffuse
1 Year Ago
Rocket explosion.
1 Year Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
1 Year Ago
1 Year Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
1 Year Ago
not trying to simplify the mesh to 10% anymore
1 Year Ago
Setup both client and server send methods
1 Year 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
1 Year 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
1 Year Ago
Rocket setup
1 Year Ago
fixed compile errors
1 Year Ago
compile fix
1 Year Ago
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
1 Year 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
1 Year Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
1 Year Ago
Update: generate snapshots under server root Tests: exported in editor, found in the right location
1 Year Ago
re-added early exit on flipped check loop
1 Year Ago
minor cleanup and crunching meshes down for 20% reduction
1 Year Ago
fixed a ton of floating foliage in underwater divesites, some ground gaps
1 Year Ago
Added bespoke textures for removeable battering ram scoop. Added LODs for ram hardware.
1 Year Ago
removed older underwater rock formations from procmap stack and autospawn folder
1 Year Ago
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
1 Year Ago
Support min/max item def IDs for uploading item icons via the WorkshopIconRender component
1 Year Ago
Updated icons for cinematic gestures (for preview in wheel)
1 Year Ago
Fixed inputs not set to 0 when dismounting Added some debug to visualize forces wee impulse forward when jumping + some tweaks
1 Year Ago
Added road/tarmac tiled cube prefabs