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126,678 Commits over 4,109 Days - 1.28cph!

8 Months Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
8 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
8 Months Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
8 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
8 Months Ago
properly disposing native structures in-editor when stopping play in editor
8 Months Ago
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8 Months Ago
merge from native_mesh_simplification
8 Months Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
8 Months Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
8 Months Ago
merge from ragdolling
8 Months Ago
Physics tweaks, updated grounded checks
8 Months Ago
merge from Twitch_Rivals_24
8 Months Ago
super tea effect changes
8 Months Ago
Revert ProjectSettings
8 Months Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
8 Months Ago
merge from main
8 Months Ago
Merge from localcoord-blend-layer
8 Months Ago
Added talk_06 anim as cinematic gesture
8 Months Ago
deployable target will need a programmer to look over stuff again
8 Months Ago
work around horrible flickering when in 2D editor view
8 Months Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
8 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
8 Months Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
8 Months Ago
add metallic workflow version of LocalCoord Diffuse
8 Months Ago
Rocket explosion.
8 Months Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
8 Months Ago
8 Months Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
8 Months Ago
not trying to simplify the mesh to 10% anymore
8 Months Ago
Setup both client and server send methods
8 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
8 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
8 Months Ago
Rocket setup
8 Months Ago
fixed compile errors
8 Months Ago
compile fix
8 Months Ago
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
8 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
8 Months Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
8 Months Ago
Update: generate snapshots under server root Tests: exported in editor, found in the right location
8 Months Ago
re-added early exit on flipped check loop
8 Months Ago
minor cleanup and crunching meshes down for 20% reduction
8 Months Ago
fixed a ton of floating foliage in underwater divesites, some ground gaps
8 Months Ago
Added bespoke textures for removeable battering ram scoop. Added LODs for ram hardware.
8 Months Ago
removed older underwater rock formations from procmap stack and autospawn folder
8 Months Ago
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
8 Months Ago
Support min/max item def IDs for uploading item icons via the WorkshopIconRender component
8 Months Ago
Updated icons for cinematic gestures (for preview in wheel)
8 Months Ago
Fixed inputs not set to 0 when dismounting Added some debug to visualize forces wee impulse forward when jumping + some tweaks
8 Months Ago
Added road/tarmac tiled cube prefabs
8 Months Ago
Unsaved mat tweak