127,348 Commits over 4,201 Days - 1.26cph!

11 Months Ago
BaseRagdoll compile fix
11 Months Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
11 Months Ago
wip: working server -> client syncing
11 Months Ago
wip: Took me a day to realise there were seperate writer methods for client and server
11 Months Ago
Replaced the metal bonk effect for something more appropriate
11 Months Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
11 Months 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
11 Months Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
11 Months 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
11 Months Ago
properly disposing native structures in-editor when stopping play in editor
11 Months Ago
- ▉▍▋▋█ ▌▅▋▇ ▇▆▋ █▌ █▊▊▄▍▇▆█▇▄ ▇▇▇ ▌▍▅▄ ▍▋▍▅ █▌ ▅▌▌█ ▋▉▆ ▇█▆▉▍▄ ▆▌▇▇ ▉▄▊ ▊█▄█▆▋▆▇▇▍ █▋▄ ▌█▅▄▍▉▌ - ▄▋▌ ▅▋▌▌ ▍▅▉ ██▄▋▆▋▋▇▅▍ ▇▍▄▉▋▌▍▆▌▊ ▆█ ▄▆▊ ▍▉▍▊█▌ ▇▅▌ ▉▄▋▇▉▊▇
11 Months Ago
merge from native_mesh_simplification
11 Months Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
11 Months Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
11 Months Ago
merge from ragdolling
11 Months Ago
Physics tweaks, updated grounded checks
11 Months Ago
merge from Twitch_Rivals_24
11 Months Ago
super tea effect changes
11 Months Ago
Revert ProjectSettings
11 Months Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
11 Months Ago
merge from main
11 Months Ago
Merge from localcoord-blend-layer
11 Months Ago
Added talk_06 anim as cinematic gesture
11 Months Ago
deployable target will need a programmer to look over stuff again
11 Months Ago
work around horrible flickering when in 2D editor view
11 Months Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
11 Months Ago
Make flex controller names case insensitive again Optimizations for weapon autorefresh in spawnmenu Fix branch specific build error
11 Months Ago
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11 Months Ago
Only use networked velocity for entities that set it serverside Physics entities such as props, vehicles, SENTS do not set their velocity, since its all handled by the physics engine, so it ends up not actually being networked Make particle preview background slightly lighter (32,32,32) Fixed more crashing issues to do with particles
11 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
11 Months Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
11 Months Ago
add metallic workflow version of LocalCoord Diffuse
11 Months Ago
Rocket explosion.
11 Months Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
11 Months Ago
11 Months Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
11 Months Ago
not trying to simplify the mesh to 10% anymore
11 Months Ago
Setup both client and server send methods
11 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
11 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
11 Months Ago
Rocket setup
11 Months Ago
fixed compile errors
11 Months Ago
compile fix
11 Months Ago
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
11 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
11 Months Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
11 Months Ago
Update: generate snapshots under server root Tests: exported in editor, found in the right location
11 Months Ago
re-added early exit on flipped check loop
11 Months Ago
minor cleanup and crunching meshes down for 20% reduction
11 Months Ago
fixed a ton of floating foliage in underwater divesites, some ground gaps