130,928 Commits over 4,232 Days - 1.29cph!
First draft of a network profiler. Featuring:
- Simple packet stats
- Advanced stats (entity name, packet size, timestamp etc)
- Filtering via timestamp, name, type, direction, realms
- Per entity bandwidth usage, showing how much % of the bandwidth is taken up by what packets
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot
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Store:
- RPC inbound/outbound
- SyncVar inbound/outbound
- PackedSyncVar inbound/outbound
- Effect inbound/outbound
Missed some metrics here and there, but critically I've managed to grab the id its going to for each one
Fix drawpuzzleresets not working with AIZ monuments (thanks Aron)
Fallback to using the radiation reset zone as the bounds check for AIZ monuments if it's a rad monument
Fixes arctic not resetting as it's reset bounds is way bigger than the monument and the resulting rad volume
Setup data structures to store more detailed packet information, this will be stored and handled locally rather than being sent off for analytics.
Data will be stored in a big ass circular buffer that we can then sort through to do the analytics.
These include:
- Basic data we stored before (byte size, type, etc)
- Associated entity with the packet
- Optional full packet data
- Timestamp
Started adding descriptions to all the existing tests, + some cleanup
CargoShip.UpdateMovement NRE fix
More NRE fixes - lods were swapping before seat ref was established
- Setup system to enable/disable leg animator on LOD
- Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
Legs animator:
- Re-eneable leg animator on pt boat walk around turrets
- Allow foot gluing to work lower down under the foot position, this combats the higher waves
Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
Hat light improvements and optimizations.
Birthday cake candle flame always points up and reacts to movement. The game is good now.
Fix parented static occlusion optimization not working when coming back into network range
- moved setting dynamic / static occlusion after the parent is set instead of before
- ensures static occlusion grabs the correct position from parent
Support custom colours for balloon particle pop FX
Paintball Gun - Viewmodel, ammo model, bake
balloon pack steam item and hooked up item definitions to unlock
Ship dock_broken01a.mdl with fixed physics
* No more bits sticking out
Fixed StudioMDL crashing when creating folders for the model
Fixed utilityconnecter006b/d.mdl physics
Fixed certain NPCS constantly lowering their weapons after each burst
Mossman/Kleiner/Breen/Eli
turret_head_animations -> naval_update
removed anim events sfx from m4 shotgun idle anim
turret_head_animations -> naval_update
Stop the reload animations of a turret if you hop off
3p smg anims updated with corect spine position
Fix some issues with my one shot cancellation
Stop current player one shot if mounting or dismounting
Made front turret way smoother to look around with
3p boat steering tests
- added Steering_Boat mountpose enum
- added placeholder player sitting pose
- added steering anim to player animator
- set steering deployable to use pose, updated mount position
Rear turret eye adjustment to remove clipping
3p bolt rifle anims updated so finger does not clip through the gun
Fix NPCs being unable to shoot the Alyx Gun
Fixed some unfortunate regressions with vehicles
Ship light_cagelight01_off.mdl with fixed physics
Ship fixed physics for windmill_blade004b.mdl
Fix NPCs being unable to shoot the Alyx Gun
Fixed some unfortunate regressions with vehicles
Ship light_cagelight01_off.mdl with fixed physics
Ship fixed physics for windmill_blade004b.mdl
set up wind stings and general improvements on the ambience volumes and triggerers
naval_update -> turret_head_animations
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
Added multi-line support for balloon text editing
moved some vertex processing into multi-threaded generation
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own
- EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by
- Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
export spas shotgun anims with correct spine position
IO line are switched to LOD dynamic when their IO ent is parented to something
More IO prefabs deployable on Large Vehicle layer
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set up birthday hat to be skinnable of candle hat