reporust_rebootcancel

121,135 Commits over 4,018 Days - 1.26cph!

3 Months Ago
Merge from hotreload_serialiization_fix
3 Months Ago
Mark the fields as non-serialized instead, should break less stuff
3 Months Ago
Merge from hotreload_serialiization_fix
3 Months Ago
Compile fix
3 Months Ago
Merge from hotreload_serialiization_fix
3 Months Ago
Remove all serialized fields on the HotReloadSettingsObject, we don't use this in builds anyway Should resolve the serialization error on server boot
3 Months Ago
- Properly clamp mapped entry - Couple more safety checks
3 Months Ago
merge from main
3 Months Ago
Restore siege weapons research costs
3 Months Ago
merge from batteringramdoor_nre_fix
3 Months Ago
merge from highwalls_recipe_fix
3 Months Ago
render actual shadow map for cloud on world shadows, better weather noise, decompress detail noise (artifacts are too noticeable with compression, need to look into further)
3 Months Ago
Fixed BatteringRam.MoveToNormalBreakForce server NRE
3 Months Ago
Duplicated and null ingredients ItemDefiniton tests
3 Months Ago
Fixed ice high wall double ingredients
3 Months Ago
merge from highwalls_recipe_fix
3 Months Ago
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
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3 Months Ago
Clean: removing unused WaterFactorForPlayer that didn't return WaterInfo Tests: compiles in editor in SERVER+CLIENT mode
3 Months Ago
Bugfix: ensure we cache WaterInfo for players that use various vehicles Some vehicles have custom logic to check how submerged the player is, and we would miss the water info taht was used to calculate it. Tests: tested via DPV - submerged factor was 1 and waterinfo was valid (before it would report factor of 1, but invalid waterinfo).
3 Months Ago
Update: BaseMountable.WaterfactorForPlayer can now return WaterInfo - allows further reusing of the same water info down the line I actually need it to make sure all our player's cached values are correct - will fix in next submit. Tests: none (as it's not in use in this CL)
3 Months Ago
Codegen/manifest to get bet branch working again
3 Months Ago
Phrase update
3 Months Ago
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3 Months Ago
Merge from fix_texture_streaming - let's see if Jenkins will pick up on this
3 Months Ago
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3 Months Ago
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3 Months Ago
Clean: fixing profiling scope name Tests: none, trivial change
3 Months Ago
Merge from /indirect_instancing to fix build
3 Months Ago
Fixed battering ram arm not hitting decor colliders If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc Toned down the collision damage
3 Months Ago
Update: FinalzieTickParallel now uses batched WaterFactors query - had to add more fork-join-style code to deal with batching This allows us to sample water information for all relevant players as a burst job (and there's further untapped potential). Next up is trying to batch and jobify physics checks. Tests: played in a solo session with parallel processing enabled - running, driving, swimming worked normal. Played back all of my server demos with analysis enabled - no new violations detected.
3 Months Ago
Prevent tigers from being too easily stunlocked by fast firing weapons
3 Months Ago
Bugfix: use the right allocator for a waterlevels batch - This revealed that we have an Application.isPlaying check that prevented this from being detected via unit tests Tests: ran unit tests (but they're useless in this case), ran all demos that use the new code(yet to submit) - no more exceptions
3 Months Ago
Merge from .../fix_texture_streaming
3 Months Ago
Experiment: Set streaming mipmaps memory budget as a percentage of available VRAM, rather than calculate it based on texture load.
3 Months Ago
properly force resetting player entity rotation and view angles for remote players when dismounting
3 Months Ago
Beehive now stings you if you take honeycomb
3 Months Ago
exported tiger vm kill and run hit additive anims
3 Months Ago
Continued work on zigg exterior. Desaturated couple of test textures slightly. Minor set dressing.
3 Months Ago
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3 Months Ago
Actually assign the hit anim...
3 Months Ago
Setup snake hit state and triggers. Added client hurt rpc.
3 Months Ago
Scene updates with debug controller player
3 Months Ago
Updated customspineoffsets for ak and sar
3 Months Ago
Update: able to get WaterFactors for players as a batch operation - internally splits players into sequential queries(vehicles, parenting) and a batch query Another building block covered, I should be able to rewrite caching of water factors step of FinalizeMove(next submit). Tests: just editor compilation, I need to adapt rest of code to work with it.
3 Months Ago
Setup extra anim state between alert and idle. Animitor tweaks.
3 Months Ago
Update: BufferList - new utility methods - Resize - to explicitly control internal capacity - ContentSpan, ContentReadOnlySpan - shortcuts to create a ro-/span over the active part of the buffer Need both as I'm using it further in batched player processing operations Tests: none, trivial changes.
3 Months Ago
cookingv2 -> bees