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134,410 Commits over 4,444 Days - 1.26cph!

1 Year Ago
Radtown puts down monument topology
1 Year Ago
Update: Whole tree streaming logic is time budgetted - Right now has a budget of 1ms, controlled by UpdateBudgetMS convar - Streaming preference is given to players who have more cells left to stream This change protects us from having too many players in the streaming queue eating up all the frame budget. Tests: On craggy confirmed that streaming still completes
1 Year Ago
Changes to rope segments of catapult. Added transmission to parts that needed it.
1 Year Ago
Early tests at getting siege weapons hitchable by horses and cars Tweaked catapult colliders, added repel and hurt triggers
1 Year Ago
Update: consolidate tree manager cell streaming - Hidden behind the Network level 2 logging Right now we don't fit the 10micros budget(~60micros), so we end up sending 1 cell per player - going to add a frame budget with player sorting to avoid hogging the server Tests: On 4.5k procgen map tracked first and second player connecting, was able to observe cost of jit
1 Year Ago
- Further cloud experimenting/prototyping - Set up proper render order for output texture (mesh in front of sky dome/sun/moon/stars) - Set up shader to render clouds into reflection probe - Better partial update pattern
1 Year Ago
attachments wip
1 Year Ago
Minor bounce shift to fix stray spec.
1 Year Ago
1 Year Ago
Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
1 Year Ago
Clean: Removing a couple TODOs - Not doing vehicle specific streaming logic as 4.5k world grid gets streamed in less than a second - removing old TODO since my change implements it Tests: none, trivial change
1 Year Ago
Added setlocalplayervisible client admin command
1 Year Ago
Update: Budget every tree-cell send On Procgen 4.5k map from a save sending one cell can take 0.25ms - this change should smooth out the cost further. Tests: Booted on craggy, confirmed that player recieved all cells.
1 Year Ago
Bugfix: Don't send newly spawned trees to player if they land in a batch yet to be sent to them - Added a profiling scope so we can track if it's taking too much time(it's a TxP complexity algo, but P tends to 0 very quickly, so we should be able to afford this) Tests: Tested on 4.5k procgen world and connected from a separate client and chopped a bunch of trees saw no duplicates. That said, it's very difficult to proc this (<1s window).
1 Year Ago
Updated Meta Files
1 Year Ago
merge from physics_horses
1 Year Ago
merge from main
1 Year Ago
merge from RF_optim
1 Year Ago
Put counter text changes on the correct branch
1 Year Ago
Clean: forgot to save an extra comment Tests: none, trivial change
1 Year Ago
Update: replacing cell budget with a time-per-player budget - Setting this budget to 10micros initially This budget doesn't evaluate every cell, but rather groupings of cells. I'll re-evaluate this once I get to testing big procedural worlds. Tests: Confirmed entire Craggy grid gets streamed to the player
1 Year Ago
Update: added a runtime switch to disable tree batch streaming - Enabled by default Tests: booted with it being both turned on and off
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
1 Year Ago
Fixed some placeholder stuff for gesture slots that are empty
1 Year Ago
Fixed radial menu defaulting to the text of the last opened radial menu if opening a new menu that has no enabled options (bug is extremely old, very obvious when switching between gesture wheels)
1 Year Ago
Merge from main
1 Year Ago
Fixed large stables vendor getting killed on server restart
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
1 Year Ago
Apply distance checks to individual covers instead of cover groups
1 Year Ago
merge from divesite_respawn_fix
1 Year Ago
Massively increased the resolution on the electric counter UI to ensure the text isnt blurry anymore. https://files.facepunch.com/ianhenderson/1b0411b1/Unity_dKA8DoPGb3.png
1 Year Ago
Cookie mipmap glitch fix
1 Year Ago
new cookie & volumetrics on all projectors fixed consistency between 1p and 3p
1 Year Ago
FIxed divesite buoys from being able to spawn in on top of a player Didn't think this would ever be a problem
1 Year Ago
- Adjusted Bradley spline height. - Check how close before you enter
1 Year Ago
merge from flow_vector_field
1 Year Ago
Catapult constructable stages Restored wheel visuals Improved firerecoil physics
1 Year Ago
Improve cover selection and debug, fix some objects not blocking the trace
1 Year Ago
Added catapult test meshes for Flavien
1 Year Ago
Siege tower constructable tweaks
1 Year Ago
Implemented catapult art, retargeted the animations Setup catapult constructable prefab
1 Year Ago
corrected offset of dpv mounting bounds check
1 Year Ago
Orientation fix on catapult
1 Year Ago
Fixed catapult hierarchy
1 Year Ago
fixed a bunch of holes in water tower LOD1 that provided peaking advantage
1 Year Ago
LS - changed a pallet placement in factory side room
1 Year Ago
Initial work on “constructable” entities: when deployed, we spawn a skeleton structure that needs to be hit with a hammer until its fully built. Once completed the entity is spawned Applied this new system to the siege tower