141,641 Commits over 4,383 Days - 1.35cph!

Today
Rework item exclusion handling for efficiency upgrade. Item list instead of hardcoded. Hooked up excluded items.
Today
Today
salvaged axe refresh deploy anim updated
Today
Move all the upgrade item mods to a dedicated folder.
Today
Vital icons pass
- Virtual Icon setup - Renames - Spacers
Today
Workbench.Upgrades pass
Today
Today
Bunch of small, misc cleanup
Today
Merge from parent
Today
exported updated crossbow bowless vm anims
Today
Added new inventory sounds for the bone knife and rework/polish the salvaged axe sounds
Today
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
Today
Merge: from main
Today
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution
Today
same again
Today
removed unnecessary files
Today
updated upgrade visuals for reinforced - added new ones for tier 2 and 3
Today
efficency and surplus gibs
Today
Clean: remove dead using statements Tests: none, trivial change
Today
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
Today
Clean: nuke TickInterpolator We lose consistency unit test, so i'll add a couple basic ones in next change Tests: ran AH unit tests
Today
Replaced neon sign meshes with prefabs in rentable shops
Today
Mortar animation updates
Fix squished sell order icons
Follow style guidelines a bit better. More blockout work. Better colours
Today
Change loot panel name on engineering workbench.
Today
Don't open inventory UI for static workbenches. Additional ItemFilter safety check for static workbenches.
Today
LODs for retable shop neon signs plus prefab setup
Today
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
Today
Clean: minor variable replacements in TickInterpolatorCache Tests: none
Today
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
Today
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
Mising translations
More WIP, more blockout
Today
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
Today
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
Today
crypt foundation triangle collider convex on
Today
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
Today
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
WIP: - More blockouts - Some minor functionality
Today
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
Today
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
Today
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
Today
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
Today
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
Today
Clean: simplify serial OcclusionLineOfSight to match batched version - removed all extra replication code that we no longer need Tests: ran server occlusion consistency tests
Today
Twitch rivals IK and mount updates
Today
Merge from partial