139,736 Commits over 4,383 Days - 1.33cph!
exported updated crossbow bowless vm anims
Added new inventory sounds for the bone knife and rework/polish the salvaged axe sounds
Merge: from useplayerupdatejobs_purge
- Clean: Removal of UsePlayerUpdateJobs 0 and 1 code
- Optim: RelationshipManager now uses cached server occlusion results instead of running new ones
Tests: unit tests + ran around on craggy, used heli, zipline, swam
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution
removed unnecessary files
updated upgrade visuals for reinforced - added new ones for tier 2 and 3
efficency and surplus gibs
Clean: remove dead using statements
Tests: none, trivial change
Update(tests): adding TickInterpolatorCache tests
- added overloads to accept index directly instead of entire baseplayer
Tests: ran unit tests
- Add a 'remove all' button to clear up all the sell orders
- Fix phrases again
Clean: nuke TickInterpolator
We lose consistency unit test, so i'll add a couple basic ones in next change
Tests: ran AH unit tests
Replaced neon sign meshes with prefabs in rentable shops
Fix squished sell order icons
Follow style guidelines a bit better. More blockout work. Better colours
Change loot panel name on engineering workbench.
Don't open inventory UI for static workbenches.
Additional ItemFilter safety check for static workbenches.
LODs for retable shop neon signs plus prefab setup
Fixed the interleaved shadow map caching when variable framerate refreshing is enabled and fixed an issue with setting the correct shadow near plane values for lights
Clean: minor variable replacements in TickInterpolatorCache
Tests: none
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack
Tests: ran AH unit tests
Clean: remove all uses of TickInterpolator in BasePlayer logic
Tests: compiles
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
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
crypt foundation triangle collider convex on
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren.
Hook it up for all 3 benches.
Clean: update UsePlayerUpdateJobs servervar description with a new min level
- ran codegen
Tests: compiles
WIP:
- More blockouts
- Some minor functionality
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
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks
Tests: compiles
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar
Tests: compiles
Clean: remove UsePlayerTasks alias, since it's now always true
Tests: compiles
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch
Tests: compiles
Clean: simplify serial OcclusionLineOfSight to match batched version
- removed all extra replication code that we no longer need
Tests: ran server occlusion consistency tests
Twitch rivals IK and mount updates
Split to new Workbench.Upgrades partial
Efficency and surplus upgrades, lodded and prefabs setup
Update: expose all BasePlayer state caches
Needed for Occlusion cleanup rewrite
Tests: compiles
Fix debug.sethealth only working with integers, improve feedback
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
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