141,563 Commits over 4,383 Days - 1.35cph!

13 Minutes Ago
Don't open inventory UI for static workbenches. Additional ItemFilter safety check for static workbenches.
14 Minutes Ago
LODs for retable shop neon signs plus prefab setup
19 Minutes 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
22 Minutes Ago
Clean: minor variable replacements in TickInterpolatorCache Tests: none
24 Minutes Ago
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
25 Minutes Ago
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
25 Minutes Ago
Mising translations
25 Minutes Ago
More WIP, more blockout
28 Minutes 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
31 Minutes Ago
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
43 Minutes Ago
crypt foundation triangle collider convex on
49 Minutes Ago
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
1 Hour Ago
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
1 Hour Ago
WIP: - More blockouts - Some minor functionality
1 Hour 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
1 Hour Ago
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
1 Hour Ago
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
1 Hour Ago
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
1 Hour Ago
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
1 Hour 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
1 Hour Ago
Twitch rivals IK and mount updates
1 Hour Ago
Merge from partial
1 Hour Ago
Cleanup line spaces
1 Hour Ago
2 Hours Ago
Split to new Workbench.Upgrades partial
2 Hours Ago
Efficency and surplus upgrades, lodded and prefabs setup
2 Hours Ago
Update: expose all BasePlayer state caches Needed for Occlusion cleanup rewrite Tests: compiles
3 Hours Ago
merge from sethealth_fix
3 Hours Ago
Fix debug.sethealth only working with integers, improve feedback
3 Hours 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 Hours 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 Hours 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 Hours Ago
Updated '24' in neon sign to look more like neon sign font
3 Hours Ago
Move upgrade icon UI convar
4 Hours Ago
Rename workbench upgrade proto to more generic Workbench.
4 Hours Ago
Animation clip updates so we have the attack animation split into 2 clips
4 Hours Ago
Clean: remove server.EmergencyDisablePlayerJobs and relevant code No more safety, where we're going we need bravery Tests: compiles
4 Hours Ago
Update: remove not-in-playercache checks around TickCache where appropriate - also changed resizing to be dependent on playercache capacity, not length, as that was a bug that somehow never tripped Tests: compiles
4 Hours Ago
Compile fix
4 Hours Ago
Update: connected players always register with PlayerCache disregarding Jobs mode - Cleaned up a couple checks that now become irrelevant Tests: compiles
5 Hours Ago
Merge from main
5 Hours Ago
Clean: remove occlusion v1 path from jobs 2 Occlusion v1 path still exists for jobs 0 - I'll rip that out a bit later Tests: compiles
5 Hours Ago
Clean: remove Jobs 1 paths in BasePlayer.ServerUpdateParallel Tests: compiles
5 Hours Ago
merge from harbor_build_block_preview_fix
Today
Fix player aim getting set incorrectly after switching from a seat with aim support to a seat with no aim support Uses an old hack we did for the snowmobile, apply it across the board now and also trigger it if the mountables animateVehicleAim360 state is changing
Today
Merge from island_water_volumes
Today
Merge from combat_knife_rotation_fix_2
Today
Merge from balloon_clump_lod_distances
Today
Merge from recycler_ammo_fix
Today
Merge from floor_frame_grill_fix