111,163 Commits over 3,928 Days - 1.18cph!
- Attempts to fix parenting on drawbridges
- Wheel LOD fix
t1 smg viewmodel - Fixed left arm causing camera clipping issues when wearing some hazmats
- Ballista Gibs and material changes
▍▆▄▊▇▌ ▆▉.█▊▌▍▉▅█▆▄▋ ▆▊ ▉▋▌▋ ▅▌█▄ ▌▊▌ ▌.▍▌ ▅▊ ▇.▄▌, ▅▍▊▅▌ ▌▋▊▅▊▋ ▅▌▊▍▍ ▆▇▇▉▉▇▅▊ ▌▋▄▄▋▄▌
Fixed side areas on constructable tower
Setup Siege Tower LODs 0-3
Update: Exposing binary exporter
- Added missing features from ServerProfiler.Core
- Can be triggered via profile.perfsnapshot last argument
I need it to be able to investigate and fix hard-to-reproduce issues - hopefully it'll speed up the workflow.
Tests: in Editor on craggy took a binary snapshot - it exported succesfully
Fixed some broken prevent building colliders
- Improved the siege tower collisions on stage changes
- Removed invisible doorway colliders on constructable stages
Bugfix: don't access invalid memory when exporting Linux snapshot
Same GCC vs MSVC issue in the native libs, but this time on Managed side (since I have a copy of these structs for name resolving purposes).
Tests: Built a linux server, ran it on WSL and triggered a snapshot - it generated. But periodically select frames export incorrectly, investigating further
merge from garage_door_collider_optim
▉▍█▌▆ ▄▅▉▆ ▍▊▌_▆▌▌▍█▉▋▊▅_▆▌█▇▆▍▌▌▅_▆▅
Added a combined "Clean and Generate" Codegen option that seems to work (fixed a bunch of issues with it, but still testing)
added ClientIOLineParentClampedBounds to manage IO points on garage doors
- actual collider parent movement doesn't match the visuals, so we define a local bounds (re-mapped to OBB on awake) that the points are clamped to be within
3p mini corssbow anims updated
split vm mini crossbow reload anim into 3 parts and removed skinned mesh arrows from its rig
gibs import settings change
Bugfix: new ServerProfiler.Core dynamic libs
- Fixes Linux exporting symbols with name mangling
- Fixes GCC vs MSVC struct packing inconsistency, causing Linux server to crash when instrumenting functions
Tests: DLL tested in editor on Craggy, SO tested in WSL standalone server (snapshot export fails though)
sanity editor script to find doors using ClosedColliderRoots (only the garage doors are)
separated closed collider flags on garage door into mutually exclusive closed and busy collider sets - should significantly reduce the number of active colliders in a sealed base
Fixed network updates, for example from parenting changes, interfering with smooth movement for entities that are currently lerping
Removed Jarryd's interpolator SnapToEnd demo workaround
Ensured constructable entities update state on the serverside as well as the clientside
Textures and materials for build stages.
Added collider to the little overhang roof beside the window
Flip tower orientation whilst placing so it looks away from you
Add some randomness to the scientist peek timings
Fixed broken constructable entity reference
- Fixed broken guide mesh
- Fixed offset guide mesh deploy location
Fixed broken colliders and positions on siege tower constructable stages
Material Update in constructable prefab
merge from f1grenadeskinfix
Merge from indirect_instancing (and main)
Load IndirectInstancing component in MainCamera.cs to avoid merge conflicts.
Siege tower constructable gibs
Disable certain features (layers, bounds, ...) in order to debug last week's performance regression.
Fixed error when loading borked ballista ammo item
dirty SDF sculpting proof of concept, in-editor test setup only
Catapult and battering ram constructable gibs
Ballista constructable setup
Fixed catapult fire interaction available when looking at the ammo container
terrain4_albedo_array and terrain4_normal_array mip-bias changes
- Ballista Guidemesh
- Ballista Build Stages
Better catapult constructable colliders
Tweaked bounds