reporust_rebootcancel

133,443 Commits over 4,293 Days - 1.30cph!

1 Year Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
1 Year Ago
Fixed ballista audio, had fun with animation events and cycle offset animation
1 Year Ago
Updating battering ram rig with new uvs
1 Year Ago
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1 Year Ago
Fix tiger anim pops when sleeping and roaming
1 Year Ago
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
1 Year 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 Year Ago
merge from garage_door_wire_fix
1 Year Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
1 Year Ago
Increased ballista textures aniso level, less blurry in first person view
1 Year Ago
primitive -> 4ShotMiniCrossbow
1 Year Ago
Ballista: Fixed reloading while aiming feeling choppy Improved the client prediction Broke the audio tho, needs more work
1 Year Ago
Imported Pies World Model FBX Setup a Basic Pie World Model Prefab
1 Year Ago
Updated Pie Materials and Increase Pie AO Texture Map
1 Year Ago
merge from primitive_gm -> primitive
1 Year 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 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Remove unused max walking speed
1 Year Ago
- Cleaned up siege tower ramp colliders - Ensured transition onto siege tower ramp and into the door are smooth
1 Year Ago
Added tiling reinforced glass material. Removed baked AO from battering ram door.
1 Year 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 Year Ago
Rotated Crossbow worldmodel again
1 Year 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 Year Ago
Added right click method to print out npc vending orders into a nice text format
1 Year Ago
Baseline
1 Year Ago
Ensured the rest of the siege towers are in the correct bundle
1 Year Ago
Ensured siege tower is in the correct content bundle
1 Year Ago
Added missing label to siege tower (was preventing it from being picked up on manifest build)
1 Year Ago
Updating battering ram hardware rig
1 Year Ago
Added separate reflection modulation support to the environment volumes
1 Year Ago
Add placeholder sounds for the tiger
1 Year 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
1 Year Ago
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
1 Year Ago
Clean: FullServerDemo - separate benchmarking code to a partial class Tests: editor compile in Client, Client+Server and Server modes
1 Year Ago
Buildfix: don't leak server-only callbacks for IDemoProcessor Tests: compiled in editor in Client mode
1 Year Ago
Reassign tiger skeleton bones
1 Year Ago
Forward OnDied to entity component
1 Year 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
1 Year 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).
1 Year Ago
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1 Year Ago
assigned tiger avatar definition to tiger anims
1 Year Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing
1 Year Ago
Hook tiger weak hit anim
1 Year Ago
Experiment with bleeding
1 Year Ago
Override hurt now that we have the method
1 Year Ago
Cherry pick entity component hurt method addition
1 Year Ago
Small polish to jungle floor kits (ongoing)
1 Year Ago
Merge from main
1 Year Ago
Update tiger gait speeds
1 Year Ago
merge from lunar_new_year_2025