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159,439 Commits over 4,597 Days - 1.45cph!

2 Years Ago
Update: notify that a snapshot was taken when no delay was requested Tests: none, trivial change
2 Years Ago
Merge: from main Tests: built all modes in editor, exported snapshot from editor's Craggy 5 times in a row, built standalone release server and exported snapshot 3 times
2 Years Ago
Restored hibox, protection, mounting logic and corpse
2 Years Ago
Post timings
2 Years Ago
More refined screen shake
2 Years Ago
deployable targets type a and type b type a is more human-like type b is like a dueling tree will need a programmer to look over stuff, again
2 Years Ago
wip: Kill sync var tick on object death
2 Years Ago
Clean debug text
2 Years Ago
wip: Automatically sync vars should any change. Uses a polling method for now: - Invoke poll in fixed repeat time - Syncvar handler no longer requires default value
2 Years Ago
Code cleanup Collision damage tweaks
2 Years Ago
Perform type checks on initial sync var generation pass
2 Years Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
2 Years 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 Years Ago
BaseRagdoll compile fix
2 Years Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
2 Years Ago
wip: working server -> client syncing
2 Years Ago
wip: Took me a day to realise there were seperate writer methods for client and server
2 Years Ago
Replaced the metal bonk effect for something more appropriate
2 Years Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
2 Years 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 Years Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
2 Years 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 Years Ago
properly disposing native structures in-editor when stopping play in editor
2 Years Ago
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2 Years Ago
merge from native_mesh_simplification
2 Years Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
2 Years Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
2 Years Ago
merge from ragdolling
2 Years Ago
Physics tweaks, updated grounded checks
2 Years Ago
merge from Twitch_Rivals_24
2 Years Ago
super tea effect changes
2 Years Ago
Revert ProjectSettings
2 Years Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
2 Years Ago
merge from main
2 Years Ago
Merge from localcoord-blend-layer
2 Years Ago
Added talk_06 anim as cinematic gesture
2 Years Ago
deployable target will need a programmer to look over stuff again
2 Years Ago
work around horrible flickering when in 2D editor view
2 Years Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
2 Years Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
2 Years Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
2 Years Ago
add metallic workflow version of LocalCoord Diffuse
2 Years Ago
Rocket explosion.
2 Years Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
2 Years Ago
2 Years Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
2 Years Ago
not trying to simplify the mesh to 10% anymore
2 Years Ago
Setup both client and server send methods
2 Years 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 Years 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