141,656 Commits over 4,383 Days - 1.35cph!

Yesterday
More WIP, more blockout
Yesterday
modified roof ceiling glue decal a bit to reduce depth bias causing leaking into wallpapers increased depth bias in material to further reduce the effect
Yesterday
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
Yesterday
crypt foundation triangle collider convex on
Yesterday
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
Yesterday
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
Yesterday
WIP: - More blockouts - Some minor functionality
Yesterday
re-factored the prefabs for apartment complex, moved nested prefabs into a subfolder for clarity added LODs, but yet to bake the last LODs moved the coordinates for the apartment building and vendor nodes to be on the grid
Yesterday
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
Yesterday
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
Yesterday
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
Yesterday
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
Yesterday
Clean: simplify serial OcclusionLineOfSight to match batched version - removed all extra replication code that we no longer need Tests: ran server occlusion consistency tests
Yesterday
Twitch rivals IK and mount updates
Yesterday
Merge from partial
Yesterday
Cleanup line spaces
Yesterday
Yesterday
Split to new Workbench.Upgrades partial
Yesterday
Efficency and surplus upgrades, lodded and prefabs setup
Yesterday
Update: expose all BasePlayer state caches Needed for Occlusion cleanup rewrite Tests: compiles
Yesterday
merge from sethealth_fix
Yesterday
Fix debug.sethealth only working with integers, improve feedback
Yesterday
Update: replace OcclusionCanUseFrameCache with true and simplify This is a bit more than just clean, since there's an extra section of code that will run with it active. Since we didn't have any big bugs with jobs 2 player replication, treating this cache as always valid. Tests: compiles
Yesterday
Clean: remove BasePlayer.ServerUpdate and all it's sub-callgraph This also removed most of occlusion v1, but got a bit more to clean there Tests: compiles
Yesterday
Clean: rip out serial player update(Jobs 0) flow - moved idle kick logic into ServerUpdateParallel Need to purge non-called methods next Tests: compiles
Yesterday
Updated '24' in neon sign to look more like neon sign font
Yesterday
Move upgrade icon UI convar
Yesterday
Rename workbench upgrade proto to more generic Workbench.
Yesterday
Animation clip updates so we have the attack animation split into 2 clips
Yesterday
Clean: remove server.EmergencyDisablePlayerJobs and relevant code No more safety, where we're going we need bravery Tests: compiles
Yesterday
Update: remove not-in-playercache checks around TickCache where appropriate - also changed resizing to be dependent on playercache capacity, not length, as that was a bug that somehow never tripped Tests: compiles
Yesterday
Compile fix
Yesterday
Update: connected players always register with PlayerCache disregarding Jobs mode - Cleaned up a couple checks that now become irrelevant Tests: compiles
Yesterday
Merge from main
Yesterday
Clean: remove occlusion v1 path from jobs 2 Occlusion v1 path still exists for jobs 0 - I'll rip that out a bit later Tests: compiles
Yesterday
Clean: remove Jobs 1 paths in BasePlayer.ServerUpdateParallel Tests: compiles
Yesterday
merge from harbor_build_block_preview_fix
Yesterday
Fix player aim getting set incorrectly after switching from a seat with aim support to a seat with no aim support Uses an old hack we did for the snowmobile, apply it across the board now and also trigger it if the mountables animateVehicleAim360 state is changing
Yesterday
Merge from island_water_volumes
Yesterday
Merge from combat_knife_rotation_fix_2
Yesterday
Merge from balloon_clump_lod_distances
Yesterday
Merge from recycler_ammo_fix
Yesterday
Merge from floor_frame_grill_fix
Yesterday
Merge from ladder_hatch_sfx_range
Yesterday
Merge from xor_typo_fix
Yesterday
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
Yesterday
Merge from main
Yesterday
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
Yesterday
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2 Days Ago
Updated boat vendor with player boat items