133,453 Commits over 4,262 Days - 1.30cph!

11 Months Ago
Updated catapult world colliders, tweaked wheels stiffness
11 Months Ago
Update: ServerDemoPlayer - players now move based on tick history - Added recording of userIds to full server demos (need to match against players in saves) - Added a callback for when world loading is done to do any additional logic (in demo case, matching players) Tests: played back a 30s demo from Craggy
11 Months Ago
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11 Months Ago
- Experiments with ballista - Missing prefabs
11 Months Ago
Fixed ballista reload end sound not playing
11 Months Ago
merge from main
11 Months Ago
made minicrossbow reload anims quicker, from 97 frames to 70 frames
11 Months Ago
defer gravity death to avoid immediate component destruction in physics callback - also fixed drag issue causing inconsistent fall damage in some cases
11 Months Ago
ragdolls handle fall damage and now properly match the player gravity (catapults use default values still)
11 Months Ago
Fixed ballista audio, had fun with animation events and cycle offset animation
11 Months Ago
Updating battering ram rig with new uvs
11 Months Ago
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11 Months Ago
Fix tiger anim pops when sleeping and roaming
11 Months Ago
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
11 Months 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
11 Months Ago
merge from garage_door_wire_fix
11 Months Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
11 Months Ago
Increased ballista textures aniso level, less blurry in first person view
11 Months Ago
primitive -> 4ShotMiniCrossbow
11 Months Ago
Ballista: Fixed reloading while aiming feeling choppy Improved the client prediction Broke the audio tho, needs more work
11 Months Ago
Imported Pies World Model FBX Setup a Basic Pie World Model Prefab
11 Months Ago
Updated Pie Materials and Increase Pie AO Texture Map
11 Months Ago
merge from primitive_gm -> primitive
11 Months 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
11 Months Ago
merge from primitive -> primitive_gm
11 Months Ago
Remove unused max walking speed
11 Months Ago
- Cleaned up siege tower ramp colliders - Ensured transition onto siege tower ramp and into the door are smooth
11 Months Ago
Added tiling reinforced glass material. Removed baked AO from battering ram door.
11 Months 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.
11 Months Ago
Rotated Crossbow worldmodel again
11 Months 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)
11 Months Ago
Added right click method to print out npc vending orders into a nice text format
11 Months Ago
Baseline
11 Months Ago
Ensured the rest of the siege towers are in the correct bundle
11 Months Ago
Ensured siege tower is in the correct content bundle
11 Months Ago
Added missing label to siege tower (was preventing it from being picked up on manifest build)
11 Months Ago
Updating battering ram hardware rig
11 Months Ago
Added separate reflection modulation support to the environment volumes
11 Months Ago
Add placeholder sounds for the tiger
11 Months 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
11 Months Ago
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
11 Months Ago
Clean: FullServerDemo - separate benchmarking code to a partial class Tests: editor compile in Client, Client+Server and Server modes
11 Months Ago
Buildfix: don't leak server-only callbacks for IDemoProcessor Tests: compiled in editor in Client mode
11 Months Ago
Reassign tiger skeleton bones
11 Months Ago
Forward OnDied to entity component
11 Months 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
11 Months 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).
11 Months Ago
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11 Months Ago
assigned tiger avatar definition to tiger anims