reporust_rebootcancel

112,101 Commits over 3,928 Days - 1.19cph!

6 Minutes Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
21 Minutes Ago
Fixed ballista audio, had fun with animation events and cycle offset animation
22 Minutes Ago
primitive -> Aux2
28 Minutes Ago
Updating battering ram rig with new uvs
43 Minutes Ago
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43 Minutes Ago
Fix tiger anim pops when sleeping and roaming
52 Minutes Ago
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
53 Minutes 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
1 Hour Ago
merge from garage_door_wire_fix
1 Hour Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
1 Hour Ago
Increased ballista textures aniso level, less blurry in first person view
1 Hour Ago
primitive -> 4ShotMiniCrossbow
1 Hour Ago
Ballista: Fixed reloading while aiming feeling choppy Improved the client prediction Broke the audio tho, needs more work
1 Hour Ago
Imported Pies World Model FBX Setup a Basic Pie World Model Prefab
1 Hour Ago
Updated Pie Materials and Increase Pie AO Texture Map
1 Hour Ago
merge from primitive -> aux2
1 Hour Ago
merge from primitive_gm -> primitive
1 Hour 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
1 Hour Ago
merge from primitive -> primitive_gm
1 Hour Ago
Remove unused max walking speed
1 Hour Ago
- Cleaned up siege tower ramp colliders - Ensured transition onto siege tower ramp and into the door are smooth
1 Hour Ago
Added tiling reinforced glass material. Removed baked AO from battering ram door.
1 Hour 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.
1 Hour Ago
Rotated Crossbow worldmodel again
1 Hour 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)
1 Hour Ago
Added right click method to print out npc vending orders into a nice text format
1 Hour Ago
Baseline
2 Hours Ago
Ensured the rest of the siege towers are in the correct bundle
2 Hours Ago
Ensured siege tower is in the correct content bundle
2 Hours Ago
Added missing label to siege tower (was preventing it from being picked up on manifest build)
2 Hours Ago
Updating battering ram hardware rig
2 Hours Ago
Added separate reflection modulation support to the environment volumes
3 Hours Ago
Add placeholder sounds for the tiger
3 Hours 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
4 Hours Ago
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
4 Hours Ago
Clean: FullServerDemo - separate benchmarking code to a partial class Tests: editor compile in Client, Client+Server and Server modes
4 Hours Ago
Buildfix: don't leak server-only callbacks for IDemoProcessor Tests: compiled in editor in Client mode
4 Hours Ago
Reassign tiger skeleton bones
4 Hours Ago
Forward OnDied to entity component
4 Hours 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
5 Hours 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).
5 Hours Ago
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5 Hours Ago
assigned tiger avatar definition to tiger anims
5 Hours Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
6 Hours Ago
Hook tiger weak hit anim
Today
Experiment with bleeding
Today
Override hurt now that we have the method
Today
Cherry pick entity component hurt method addition
Today
Small polish to jungle floor kits (ongoing)
Today
Merge from main