141,680 Commits over 4,383 Days - 1.35cph!

3 Days Ago
Added new inventory sounds for the bone knife and rework/polish the salvaged axe sounds
3 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
3 Days Ago
Merge: from main
3 Days Ago
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution
3 Days Ago
same again
3 Days Ago
removed unnecessary files
3 Days Ago
updated upgrade visuals for reinforced - added new ones for tier 2 and 3
3 Days Ago
efficency and surplus gibs
3 Days Ago
Clean: remove dead using statements Tests: none, trivial change
3 Days Ago
Update(tests): adding TickInterpolatorCache tests - added overloads to accept index directly instead of entire baseplayer Tests: ran unit tests
3 Days Ago
- Add a 'remove all' button to clear up all the sell orders - Fix phrases again
3 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
3 Days Ago
Replaced neon sign meshes with prefabs in rentable shops
3 Days Ago
Mortar animation updates
3 Days Ago
Fix squished sell order icons
3 Days Ago
Follow style guidelines a bit better. More blockout work. Better colours
3 Days Ago
Change loot panel name on engineering workbench.
3 Days Ago
Don't open inventory UI for static workbenches. Additional ItemFilter safety check for static workbenches.
3 Days Ago
LODs for retable shop neon signs plus prefab setup
3 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
3 Days Ago
Clean: minor variable replacements in TickInterpolatorCache Tests: none
3 Days Ago
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
3 Days Ago
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
3 Days Ago
Mising translations
3 Days Ago
More WIP, more blockout
3 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
3 Days Ago
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
3 Days Ago
crypt foundation triangle collider convex on
3 Days Ago
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
3 Days Ago
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
3 Days Ago
WIP: - More blockouts - Some minor functionality
3 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
3 Days Ago
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
3 Days Ago
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
3 Days Ago
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
3 Days Ago
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
3 Days Ago
Clean: simplify serial OcclusionLineOfSight to match batched version - removed all extra replication code that we no longer need Tests: ran server occlusion consistency tests
3 Days Ago
Twitch rivals IK and mount updates
3 Days Ago
Merge from partial
3 Days Ago
Cleanup line spaces
3 Days Ago
3 Days Ago
Split to new Workbench.Upgrades partial
3 Days Ago
Efficency and surplus upgrades, lodded and prefabs setup
3 Days Ago
Update: expose all BasePlayer state caches Needed for Occlusion cleanup rewrite Tests: compiles
3 Days Ago
merge from sethealth_fix
3 Days Ago
Fix debug.sethealth only working with integers, improve feedback
3 Days Ago
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
3 Days Ago
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
3 Days Ago
Clean: rip out serial player update(Jobs 0) flow - moved idle kick logic into ServerUpdateParallel Need to purge non-called methods next Tests: compiles
3 Days Ago
Updated '24' in neon sign to look more like neon sign font