reporust_rebootcancel

124,019 Commits over 4,171 Days - 1.24cph!

11 Months Ago
Changes to rope segments of catapult. Added transmission to parts that needed it.
11 Months Ago
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11 Months Ago
Early tests at getting siege weapons hitchable by horses and cars Tweaked catapult colliders, added repel and hurt triggers
11 Months Ago
Update: consolidate tree manager cell streaming - Hidden behind the Network level 2 logging Right now we don't fit the 10micros budget(~60micros), so we end up sending 1 cell per player - going to add a frame budget with player sorting to avoid hogging the server Tests: On 4.5k procgen map tracked first and second player connecting, was able to observe cost of jit
11 Months Ago
- Further cloud experimenting/prototyping - Set up proper render order for output texture (mesh in front of sky dome/sun/moon/stars) - Set up shader to render clouds into reflection probe - Better partial update pattern
11 Months Ago
attachments wip
11 Months Ago
Minor bounce shift to fix stray spec.
11 Months Ago
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11 Months Ago
11 Months Ago
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11 Months Ago
Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
11 Months Ago
Clean: Removing a couple TODOs - Not doing vehicle specific streaming logic as 4.5k world grid gets streamed in less than a second - removing old TODO since my change implements it Tests: none, trivial change
11 Months Ago
Added setlocalplayervisible client admin command
11 Months Ago
Update: Budget every tree-cell send On Procgen 4.5k map from a save sending one cell can take 0.25ms - this change should smooth out the cost further. Tests: Booted on craggy, confirmed that player recieved all cells.
11 Months Ago
Bugfix: Don't send newly spawned trees to player if they land in a batch yet to be sent to them - Added a profiling scope so we can track if it's taking too much time(it's a TxP complexity algo, but P tends to 0 very quickly, so we should be able to afford this) Tests: Tested on 4.5k procgen world and connected from a separate client and chopped a bunch of trees saw no duplicates. That said, it's very difficult to proc this (<1s window).
11 Months Ago
Updated Meta Files
11 Months Ago
merge from physics_horses
11 Months Ago
merge from main
11 Months Ago
merge from RF_optim
11 Months Ago
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11 Months Ago
Put counter text changes on the correct branch
11 Months Ago
Clean: forgot to save an extra comment Tests: none, trivial change
11 Months Ago
Update: replacing cell budget with a time-per-player budget - Setting this budget to 10micros initially This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds. Tests: Confirmed entire Craggy grid gets streamed to the player
11 Months Ago
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11 Months Ago
Update: added a runtime switch to disable tree batch streaming - Enabled by default Tests: booted with it being both turned on and off
11 Months Ago
Merge: from main Tests: none
11 Months Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
11 Months Ago
Fixed some placeholder stuff for gesture slots that are empty
11 Months Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
11 Months Ago
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11 Months Ago
Merge from main
11 Months Ago
Fixed large stables vendor getting killed on server restart
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
11 Months Ago
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11 Months Ago
Apply distance checks to individual covers instead of cover groups
11 Months Ago
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12 Months Ago
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12 Months Ago
merge from divesite_respawn_fix
12 Months Ago
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