reporust_rebootcancel

157,737 Commits over 4,566 Days - 1.44cph!

2 Years Ago
Fix water jug & bucket dumping water if you leave water while holding right click to fill them
2 Years Ago
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2 Years Ago
Merge from main
2 Years Ago
- Add a boolean to monuments allowing manual control of if heli should crash there or not - Ensure patrol heli respects the filter
2 Years Ago
merge from wallpaper
2 Years Ago
merge from stables_npc_fix
2 Years Ago
Fix NRE happening on TravellingVendor::IgnorePlayer
2 Years Ago
Wrap spawn logs in UNITY_EDITOR checks
2 Years Ago
Merge from fix_computer_station_enter -> main
2 Years Ago
Stop Travelling Vendor from spawning on top of stuff inside the Radtown: - Simplified Travelling Vendor spawning - Profiling for spawn attempts - Topology alongside better physics checks - Refactor
2 Years Ago
Fix having to click on the input field after each camera you enter in computer station
2 Years Ago
Added rock_formation_huge_e
2 Years Ago
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2 Years Ago
Radtown puts down monument topology
2 Years Ago
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2 Years Ago
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2 Years 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
2 Years Ago
Changes to rope segments of catapult. Added transmission to parts that needed it.
2 Years Ago
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2 Years Ago
Early tests at getting siege weapons hitchable by horses and cars Tweaked catapult colliders, added repel and hurt triggers
2 Years 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
2 Years 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
2 Years Ago
attachments wip
2 Years Ago
Minor bounce shift to fix stray spec.
2 Years Ago
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2 Years Ago
2 Years Ago
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2 Years Ago
Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
2 Years 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
2 Years Ago
Added setlocalplayervisible client admin command
2 Years 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.
2 Years 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).
2 Years Ago
Updated Meta Files
2 Years Ago
merge from physics_horses
2 Years Ago
merge from main
2 Years Ago
merge from RF_optim
2 Years Ago
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2 Years Ago
Put counter text changes on the correct branch
2 Years Ago
Clean: forgot to save an extra comment Tests: none, trivial change
2 Years 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
2 Years Ago
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2 Years Ago
Update: added a runtime switch to disable tree batch streaming - Enabled by default Tests: booted with it being both turned on and off
2 Years Ago
Merge: from main Tests: none
2 Years Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
2 Years Ago
Fixed some placeholder stuff for gesture slots that are empty
2 Years 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)
2 Years Ago
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2 Years Ago
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