112,101 Commits over 3,928 Days - 1.19cph!
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
Fixed ballista audio, had fun with animation events and cycle offset animation
Updating battering ram rig with new uvs
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Fix tiger anim pops when sleeping and roaming
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
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
merge from garage_door_wire_fix
speculative fix for wires going towards origin when placed on garage door after open/close cycle
Increased ballista textures aniso level, less blurry in first person view
primitive -> 4ShotMiniCrossbow
Ballista:
Fixed reloading while aiming feeling choppy
Improved the client prediction
Broke the audio tho, needs more work
Imported Pies World Model FBX
Setup a Basic Pie World Model Prefab
Updated Pie Materials and Increase Pie AO Texture Map
merge from primitive -> aux2
merge from primitive_gm -> primitive
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
merge from primitive -> primitive_gm
Remove unused max walking speed
- Cleaned up siege tower ramp colliders
- Ensured transition onto siege tower ramp and into the door are smooth
Added tiling reinforced glass material. Removed baked AO from battering ram door.
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.
Rotated Crossbow worldmodel again
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)
Added right click method to print out npc vending orders into a nice text format
Ensured the rest of the siege towers are in the correct bundle
Ensured siege tower is in the correct content bundle
Added missing label to siege tower (was preventing it from being picked up on manifest build)
Updating battering ram hardware rig
Added separate reflection modulation support to the environment volumes
Add placeholder sounds for the tiger
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
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
Clean: FullServerDemo - separate benchmarking code to a partial class
Tests: editor compile in Client, Client+Server and Server modes
Buildfix: don't leak server-only callbacks for IDemoProcessor
Tests: compiled in editor in Client mode
Reassign tiger skeleton bones
Forward OnDied to entity component
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
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).
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assigned tiger avatar definition to tiger anims
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
Override hurt now that we have the method
Cherry pick entity component hurt method addition
Small polish to jungle floor kits (ongoing)