162,393 Commits over 4,597 Days - 1.47cph!

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