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111,885 Commits over 3,928 Days - 1.19cph!

2 Months Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
2 Months Ago
Update: Add chat feedback when perf snapshot is being taken It'll warn users if they're in the middle of something important Tests: exported in editor with no delay and default standalone delay
2 Months Ago
BaseRagdoll compile fix
2 Months Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
2 Months Ago
wip: working server -> client syncing
2 Months Ago
wip: Took me a day to realise there were seperate writer methods for client and server
2 Months Ago
Replaced the metal bonk effect for something more appropriate
2 Months Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
2 Months Ago
Update: Add commandline argument support to explicitly turn on profiler instrumentation - Added log to explicitly confirm if it's enabled or disabled Tests: ran in editor and server standalone with and without it being enabled
2 Months Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
2 Months Ago
Bugfix: avoid a rare case of dealocating main thread's Allocs storage - Code is written with the assumption that it's always there, but if 1 frame didn't record any allocs, it would nuke the storage, tripping up the profiler. Discovered when doing additional testing in standalone (somehow editor was unaffected) Tests: did 6 snapshots of standalone server with 6k map - no crashes
2 Months Ago
properly disposing native structures in-editor when stopping play in editor
2 Months Ago
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2 Months Ago
merge from native_mesh_simplification
2 Months Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
2 Months Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
2 Months Ago
merge from ragdolling
2 Months Ago
Physics tweaks, updated grounded checks
2 Months Ago
merge from Twitch_Rivals_24
2 Months Ago
super tea effect changes
2 Months Ago
Revert ProjectSettings
2 Months Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
2 Months Ago
merge from main
2 Months Ago
Merge from localcoord-blend-layer
2 Months Ago
Added talk_06 anim as cinematic gesture
2 Months Ago
deployable target will need a programmer to look over stuff again
2 Months Ago
work around horrible flickering when in 2D editor view
2 Months Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
2 Months Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
2 Months Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
2 Months Ago
add metallic workflow version of LocalCoord Diffuse
2 Months Ago
Rocket explosion.
2 Months Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
2 Months Ago
2 Months Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
2 Months Ago
not trying to simplify the mesh to 10% anymore
2 Months Ago
Setup both client and server send methods
2 Months Ago
Update: export worker threads in the json snapshot - Also fixed a bug I introduced in previous submit that led to sporadic exceptions Tests: exported 5 profiles in a row from Craggy in Editor, exported 2 in standalone, checked in perfetto
2 Months Ago
deferred mesh simplification - sculpture waits for a period of inactivity to schedule mesh simplification - mesh simplification is run in a background thread, while the unoptimised mesh is displayed immediately - handles multiple enqueued simplification requests with job dependencies, preferring wasted background computation over main thread blocking
2 Months Ago
Rocket setup
2 Months Ago
fixed compile errors
2 Months Ago
compile fix
2 Months Ago
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
2 Months Ago
Update: record marks from worker threads - Had to leave allocation tracking enabled for main thread only - there's a comment explaining why Need to implement export for worker threads - that's next Tests: exported snapshot from Craggy in editor and opened in Perfetto
2 Months Ago
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
2 Months Ago
Update: generate snapshots under server root Tests: exported in editor, found in the right location
2 Months Ago
re-added early exit on flipped check loop
2 Months Ago
minor cleanup and crunching meshes down for 20% reduction
2 Months Ago
fixed a ton of floating foliage in underwater divesites, some ground gaps
2 Months Ago
Added bespoke textures for removeable battering ram scoop. Added LODs for ram hardware.