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110,898 Commits over 3,897 Days - 1.19cph!

44 Days Ago
Bugfix: avoid leaking repeating invoke when taking snapshots - Also avoids ambiguity of taking multiple snapshots Tests: generated 2 snapshots in editor back to back with a delay
44 Days Ago
- Truncate menu tip text so it doesn't overrun loading screen - Filter rich text tags from menu tip text except color, b, u, and i - Added string extension method for escaping specific tags - Updated StringView to allow StringComparison options when comparing to a string - Track queue wait times and reasons for exiting the queue
44 Days Ago
Update: notify that a snapshot was taken when no delay was requested Tests: none, trivial change
44 Days 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
44 Days Ago
Restored hibox, protection, mounting logic and corpse
44 Days Ago
Post timings
44 Days Ago
More refined screen shake
44 Days 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
44 Days Ago
wip: Kill sync var tick on object death
44 Days Ago
Clean debug text
44 Days 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
44 Days Ago
Code cleanup Collision damage tweaks
44 Days Ago
Perform type checks on initial sync var generation pass
44 Days Ago
wip: Added bidirectional client -> server / server -> client var sync. Syncvars can be declared as chaving client authority
44 Days 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
44 Days Ago
BaseRagdoll compile fix
44 Days Ago
Splitted the code in client/server files Updated naming and moved everything in the right folders
44 Days Ago
wip: working server -> client syncing
44 Days Ago
wip: Took me a day to realise there were seperate writer methods for client and server
44 Days Ago
Replaced the metal bonk effect for something more appropriate
44 Days Ago
Clean: remove unnecessary params in ProfilerExporter Tests: none, trivial change
44 Days 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
44 Days Ago
Collision damage Ragdoll the rider when taking too much damage (hitting a tree at full speed, running off a cliff etc)
44 Days 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
44 Days Ago
properly disposing native structures in-editor when stopping play in editor
44 Days Ago
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44 Days Ago
merge from native_mesh_simplification
44 Days Ago
cleanup and logging procedural mesh stats with a logmeshstats convar
44 Days Ago
Horse head and body bounciness, so we don't lose too much speed when bumping on trees
44 Days Ago
merge from ragdolling
44 Days Ago
Physics tweaks, updated grounded checks
44 Days Ago
merge from Twitch_Rivals_24
44 Days Ago
super tea effect changes
44 Days Ago
Revert ProjectSettings
44 Days Ago
Trying a wheel collider approach to reduce unwanted friction when riding on uneven terrain
44 Days Ago
merge from main
44 Days Ago
Merge from localcoord-blend-layer
44 Days Ago
Added talk_06 anim as cinematic gesture
44 Days Ago
deployable target will need a programmer to look over stuff again
45 Days Ago
work around horrible flickering when in 2D editor view
45 Days Ago
chicken coup deployable test will need looking over with an actual programmers eyes just in case
45 Days Ago
support applying vertex color/alpha on Standard Packed Mask Blend color and/or alpha be applied to albedo color, ao, or neither
45 Days Ago
Server receive methods - Setup testing - More logcs - Client sync var debugging
45 Days Ago
add metallic workflow version of LocalCoord Diffuse
45 Days Ago
Rocket explosion.
45 Days Ago
Update: Don't allocate storage for alloc marks on worker threads Tests: exported a couple snapshots in the editor
45 Days Ago
45 Days Ago
Update: truncate snapshot names to 32 chars Tests: none, trivial change
45 Days Ago
not trying to simplify the mesh to 10% anymore
45 Days Ago
Setup both client and server send methods