reporust_rebootcancel

108,557 Commits over 3,867 Days - 1.17cph!

1 Hour Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
2 Hours Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
2 Hours Ago
add metallic workflow version of LocalCoord Diffuse
3 Hours Ago
Rocket explosion.
3 Hours Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
4 Hours Ago
4 Hours Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
4 Hours Ago
not trying to simplify the mesh to 10% anymore
4 Hours Ago
Setup both client and server send methods
4 Hours 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
5 Hours 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
5 Hours Ago
Rocket setup
6 Hours Ago
fixed compile errors
6 Hours Ago
compile fix
Today
Horse gaits (walk, trot, canter, gallop) Tweaked speeds
Today
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
Today
wrapped in-job profiling in a define, using a ProfilerMarkerStub with matching functions calls decorated with BurstDiscard
Today
Update: generate snapshots under server root Tests: exported in editor, found in the right location
Today
re-added early exit on flipped check loop
Today
minor cleanup and crunching meshes down for 20% reduction
Today
fixed a ton of floating foliage in underwater divesites, some ground gaps
Today
Added bespoke textures for removeable battering ram scoop. Added LODs for ram hardware.
Today
removed older underwater rock formations from procmap stack and autospawn folder
Today
Allow the user to choose which UV set to use for AO map slot specifically in standard shaders
Today
Support min/max item def IDs for uploading item icons via the WorkshopIconRender component
Updated icons for cinematic gestures (for preview in wheel)
Today
Fixed inputs not set to 0 when dismounting Added some debug to visualize forces wee impulse forward when jumping + some tweaks
Added road/tarmac tiled cube prefabs
Unsaved mat tweak
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
Fixed material changes on cube_glowing_cool + _warm prefabs
Today
Increased Y inertia tensor to fix the residual rotation caused by gravity Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
Yesterday
Fixed NRE in SkeletonEditor
Yesterday
Changed rotations to use relative torque Added some friction and restored drag + speed and collider tweaks
Yesterday
Undo: unintentional change to ProjectSettings, reverted by hand Tests: none, trivial change
Yesterday
Update: rewrote ServerProfiler TLS storage - Instead of having per-frame storage, we now have one big buffer - Rewrote ProfilerExporter to support changes - Removes a weird stall on EndOfFrame invoke in standalone I couldn't find a way to implement lock-free perf mark recording with previous approach, but now I should have a way - will attempt next. Tests: exported profile from Craggy in editor and standalone 6k server - both open in Perfetto and look coherent
Yesterday
Generated code compile errors
Yesterday
- Added sync var handlers to detect changes in sync vars - Generated at code gen - Overridable methods to check if should update and reset update checks
Yesterday
Removed debug Tweaked prefab rigidbody
Yesterday
Better ground alignment
Yesterday
- Successfully made read/write serverside methods for any sync var contained inside an entity - Managed to remove variable ids and rely on constant ordering/reading (sync vars are now cheaper than RPCs bandwith wise) - Pack all sync vars into one packet (might need adjustment) - Cleaned up code - Fixed a bunch of generation errors
Yesterday
reduce vertex lookups in simplification
Yesterday
switched out normal parallel check in simplification with a dirtier cross product based one to remove a couple of normalize calls - 75% perf improvement
Yesterday
chicken coup progress better uvs and mesh. now has hay on the inside too.
Yesterday
- Added sync var receive code gen (net read method infered from variable type) - Sync var pooled strings added to manifest
Yesterday
Bury empty player corpses with a shovel to place a grave, pay respects at grave to view player name, killer name, born and death dates and times and the name of the player who laid them to rest.
Yesterday
more cleanup, profiling, and some micro optim
Yesterday
adjusted strap for improvised shield
Yesterday
Smoke grenade / rocket WIP.