reporust_rebootcancel

115,699 Commits over 3,959 Days - 1.22cph!

35 Days Ago
primitive -> Aux2
35 Days Ago
Updating battering ram rig with new uvs
35 Days Ago
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35 Days Ago
Fix tiger anim pops when sleeping and roaming
35 Days Ago
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
35 Days Ago
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population Add `delete_all_populations` to delete all entities inside every spawn population
35 Days Ago
merge from garage_door_wire_fix
35 Days Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
35 Days Ago
Increased ballista textures aniso level, less blurry in first person view
35 Days Ago
primitive -> 4ShotMiniCrossbow
35 Days Ago
Ballista: Fixed reloading while aiming feeling choppy Improved the client prediction Broke the audio tho, needs more work
35 Days Ago
Imported Pies World Model FBX Setup a Basic Pie World Model Prefab
35 Days Ago
Updated Pie Materials and Increase Pie AO Texture Map
35 Days Ago
merge from primitive -> aux2
35 Days Ago
merge from primitive_gm -> primitive
35 Days Ago
Fix NRE on server startup by removing the balancing of spawn population weights - trust that the convars will be set early enough in startup - worst case the weights will even themselves out as players consume resources
35 Days Ago
merge from primitive -> primitive_gm
35 Days Ago
Remove unused max walking speed
35 Days Ago
- Cleaned up siege tower ramp colliders - Ensured transition onto siege tower ramp and into the door are smooth
35 Days Ago
Added tiling reinforced glass material. Removed baked AO from battering ram door.
35 Days Ago
Update: ServerDemoPlayer - now loads a save associated with the chunk Doesn't actually move the player entity, but it's there. Will investigate what I'm missing next. Tests: played back demo, saw logs confirming spawning of 330 entities from save, and saw player entity in the world.
35 Days Ago
Rotated Crossbow worldmodel again
35 Days Ago
Bugfix: FullDemoServer - properly drop packets that were recorded before initial world save Still not sure if it's the best option, as I worry we might miss a couple packets. Alternatively could just clamp timestamp to 0. Tests: Played back the server demo - managed a full playback(previously it was stuck at start)
35 Days Ago
Added right click method to print out npc vending orders into a nice text format
35 Days Ago
Baseline
35 Days Ago
Ensured the rest of the siege towers are in the correct bundle
35 Days Ago
Ensured siege tower is in the correct content bundle
35 Days Ago
Added missing label to siege tower (was preventing it from being picked up on manifest build)
35 Days Ago
Updating battering ram hardware rig
35 Days Ago
Added separate reflection modulation support to the environment volumes
35 Days Ago
Add placeholder sounds for the tiger
36 Days Ago
Update: SaveRestore - separate save-to-stream processing from main loop - Done every end of frame This made it problematic in editor, as our regular saving loop is disabled by default in editor. Tests: recorded full server demo with 1 min chunks - saw the saves being generated for each chunk
36 Days Ago
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
36 Days Ago
Clean: FullServerDemo - separate benchmarking code to a partial class Tests: editor compile in Client, Client+Server and Server modes
36 Days Ago
Buildfix: don't leak server-only callbacks for IDemoProcessor Tests: compiled in editor in Client mode
36 Days Ago
Reassign tiger skeleton bones
36 Days Ago
Forward OnDied to entity component
36 Days Ago
Bugfix: FullServerDemo - record server info in editor - Removed previous static globals Reimpelemented via IServerCallbacks so that we have 1 point of modification instead of multiple Tests: Recorded a session on Craggy in editor - generated json had the data
36 Days Ago
Update: FullServerDemo - create a save when starting a new chunk - Moved chunk logic outside of packet serialization - Using double buffering of packets when performing a save, to sort which packets go along which save/chunk - Packet timestamps are now resolved during recoridng time, not during demo thread's serialization stage(as that can be deferred and out of sync) - Moved all demo-related logic from BaseNetwork to BaseNetwork.Demos Mostly done with the recorder side. Tests: Ran around on craggy with editor's autosave enabled and at max frequency (1 second), and demo recording at min chunk length(1 min).
36 Days Ago
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36 Days Ago
assigned tiger avatar definition to tiger anims
36 Days Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
36 Days Ago
Hook tiger weak hit anim
36 Days Ago
Experiment with bleeding
36 Days Ago
Override hurt now that we have the method
36 Days Ago
Cherry pick entity component hurt method addition
36 Days Ago
Small polish to jungle floor kits (ongoing)
36 Days Ago
Merge from main
36 Days Ago
Update tiger gait speeds
36 Days Ago
merge from /release/isolate_Jan_wipe/LNY_merge_release_friendly