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130,546 Commits over 4,140 Days - 1.31cph!

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