reporust_rebootcancel

139,798 Commits over 4,383 Days - 1.33cph!

Today
merge from fix_privaddfriend_vis
Today
add vis priv fix to turrets as well
Today
merge from main
Today
Rework item exclusion handling for efficiency upgrade. Item list instead of hardcoded. Hooked up excluded items.
Yesterday
Yesterday
salvaged axe refresh deploy anim updated
Yesterday
Move all the upgrade item mods to a dedicated folder.
Yesterday
Vital icons pass
Yesterday
- Virtual Icon setup - Renames - Spacers
Yesterday
Workbench.Upgrades pass
Yesterday
Yesterday
Bunch of small, misc cleanup
Yesterday
Merge from parent
Yesterday
exported updated crossbow bowless vm anims
Yesterday
Added new inventory sounds for the bone knife and rework/polish the salvaged axe sounds
Yesterday
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
Yesterday
Merge: from main
Yesterday
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution
Yesterday
same again
Yesterday
removed unnecessary files
Yesterday
updated upgrade visuals for reinforced - added new ones for tier 2 and 3
Yesterday
efficency and surplus gibs
Yesterday
Clean: remove dead using statements Tests: none, trivial change
Yesterday
Update(tests): adding TickInterpolatorCache tests - added overloads to accept index directly instead of entire baseplayer Tests: ran unit tests
Yesterday
- Add a 'remove all' button to clear up all the sell orders - Fix phrases again
Yesterday
Clean: nuke TickInterpolator We lose consistency unit test, so i'll add a couple basic ones in next change Tests: ran AH unit tests
Yesterday
Replaced neon sign meshes with prefabs in rentable shops
Yesterday
Mortar animation updates
Yesterday
Fix squished sell order icons
Yesterday
Follow style guidelines a bit better. More blockout work. Better colours
Yesterday
Change loot panel name on engineering workbench.
Yesterday
Don't open inventory UI for static workbenches. Additional ItemFilter safety check for static workbenches.
Yesterday
LODs for retable shop neon signs plus prefab setup
Yesterday
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
Yesterday
Clean: minor variable replacements in TickInterpolatorCache Tests: none
Yesterday
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
Yesterday
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
Yesterday
Mising translations
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