142,246 Commits over 4,383 Days - 1.35cph!

9 Days Ago
Continued
9 Days Ago
merge from main
9 Days Ago
merge from fix_privaddfriend_vis
9 Days Ago
add vis priv fix to turrets as well
9 Days Ago
merge from main
9 Days Ago
Rework item exclusion handling for efficiency upgrade. Item list instead of hardcoded. Hooked up excluded items.
9 Days Ago
9 Days Ago
salvaged axe refresh deploy anim updated
9 Days Ago
Move all the upgrade item mods to a dedicated folder.
9 Days Ago
Vital icons pass
9 Days Ago
- Virtual Icon setup - Renames - Spacers
9 Days Ago
Workbench.Upgrades pass
9 Days Ago
9 Days Ago
Bunch of small, misc cleanup
9 Days Ago
Merge from parent
9 Days Ago
exported updated crossbow bowless vm anims
9 Days Ago
Added new inventory sounds for the bone knife and rework/polish the salvaged axe sounds
9 Days Ago
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
9 Days Ago
Merge: from main
9 Days Ago
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution
9 Days Ago
same again
9 Days Ago
removed unnecessary files
9 Days Ago
updated upgrade visuals for reinforced - added new ones for tier 2 and 3
9 Days Ago
efficency and surplus gibs
9 Days Ago
Clean: remove dead using statements Tests: none, trivial change
9 Days Ago
Update(tests): adding TickInterpolatorCache tests - added overloads to accept index directly instead of entire baseplayer Tests: ran unit tests
9 Days Ago
- Add a 'remove all' button to clear up all the sell orders - Fix phrases again
9 Days Ago
Clean: nuke TickInterpolator We lose consistency unit test, so i'll add a couple basic ones in next change Tests: ran AH unit tests
9 Days Ago
Replaced neon sign meshes with prefabs in rentable shops
9 Days Ago
Mortar animation updates
9 Days Ago
Fix squished sell order icons
9 Days Ago
Follow style guidelines a bit better. More blockout work. Better colours
9 Days Ago
Change loot panel name on engineering workbench.
9 Days Ago
Don't open inventory UI for static workbenches. Additional ItemFilter safety check for static workbenches.
9 Days Ago
LODs for retable shop neon signs plus prefab setup
9 Days Ago
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
9 Days Ago
Clean: minor variable replacements in TickInterpolatorCache Tests: none
10 Days Ago
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
10 Days Ago
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
10 Days Ago
Mising translations
10 Days Ago
More WIP, more blockout
10 Days Ago
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
10 Days Ago
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
10 Days Ago
crypt foundation triangle collider convex on
10 Days Ago
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
10 Days Ago
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
10 Days Ago
WIP: - More blockouts - Some minor functionality
10 Days Ago
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
10 Days Ago
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
10 Days Ago
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles