reporust_rebootcancel

133,269 Commits over 4,293 Days - 1.29cph!

1 Year Ago
Changes to rope segments of catapult. Added transmission to parts that needed it.
1 Year Ago
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1 Year Ago
Early tests at getting siege weapons hitchable by horses and cars Tweaked catapult colliders, added repel and hurt triggers
1 Year 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
1 Year 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
1 Year Ago
attachments wip
1 Year Ago
Minor bounce shift to fix stray spec.
1 Year Ago
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1 Year Ago
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1 Year Ago
Gave the regular flashlight VM the full volumetric treatment because it worked well on the attachment.
1 Year 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
1 Year Ago
Added setlocalplayervisible client admin command
1 Year 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.
1 Year 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).
1 Year Ago
Updated Meta Files
1 Year Ago
merge from physics_horses
1 Year Ago
merge from main
1 Year Ago
merge from RF_optim
1 Year Ago
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1 Year Ago
Put counter text changes on the correct branch
1 Year Ago
Clean: forgot to save an extra comment Tests: none, trivial change
1 Year 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
1 Year Ago
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1 Year Ago
Update: added a runtime switch to disable tree batch streaming - Enabled by default Tests: booted with it being both turned on and off
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Fixed a bunch of props in radtown that were either missing LOD components entirely or using LODGroups S2P and HLOD generation
1 Year Ago
Fixed some placeholder stuff for gesture slots that are empty
1 Year 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)
1 Year Ago
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1 Year Ago
Merge from main
1 Year Ago
Fixed large stables vendor getting killed on server restart
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
Improve scientist cover generation Cleanup navmesh inside edges before generation Make sure points are on navmesh Reduce cover density by merging nearby covers with similar angles
1 Year Ago
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1 Year Ago
Apply distance checks to individual covers instead of cover groups
1 Year Ago
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1 Year Ago
merge from divesite_respawn_fix
1 Year Ago
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