141,660 Commits over 4,383 Days - 1.35cph!

2 Days Ago
Clean: minor variable replacements in TickInterpolatorCache Tests: none
2 Days Ago
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
2 Days Ago
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
2 Days Ago
Mising translations
2 Days Ago
More WIP, more blockout
2 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
2 Days Ago
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
2 Days Ago
crypt foundation triangle collider convex on
2 Days Ago
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
2 Days Ago
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
2 Days Ago
WIP: - More blockouts - Some minor functionality
2 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
2 Days Ago
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
2 Days Ago
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
2 Days Ago
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
2 Days Ago
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
2 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
2 Days Ago
Twitch rivals IK and mount updates
2 Days Ago
Merge from partial
2 Days Ago
Cleanup line spaces
2 Days Ago
2 Days Ago
Split to new Workbench.Upgrades partial
2 Days Ago
Efficency and surplus upgrades, lodded and prefabs setup
2 Days Ago
Update: expose all BasePlayer state caches Needed for Occlusion cleanup rewrite Tests: compiles
2 Days Ago
merge from sethealth_fix
2 Days Ago
Fix debug.sethealth only working with integers, improve feedback
2 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
2 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
2 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
2 Days Ago
Updated '24' in neon sign to look more like neon sign font
2 Days Ago
Move upgrade icon UI convar
2 Days Ago
Rename workbench upgrade proto to more generic Workbench.
2 Days Ago
Animation clip updates so we have the attack animation split into 2 clips
2 Days Ago
Clean: remove server.EmergencyDisablePlayerJobs and relevant code No more safety, where we're going we need bravery Tests: compiles
2 Days 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
2 Days Ago
Compile fix
2 Days Ago
Update: connected players always register with PlayerCache disregarding Jobs mode - Cleaned up a couple checks that now become irrelevant Tests: compiles
2 Days Ago
Merge from main
2 Days 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
2 Days Ago
Clean: remove Jobs 1 paths in BasePlayer.ServerUpdateParallel Tests: compiles
2 Days Ago
merge from harbor_build_block_preview_fix
3 Days Ago
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
3 Days Ago
Merge from island_water_volumes
3 Days Ago
Merge from combat_knife_rotation_fix_2
3 Days Ago
Merge from balloon_clump_lod_distances
3 Days Ago
Merge from recycler_ammo_fix
3 Days Ago
Merge from floor_frame_grill_fix
3 Days Ago
Merge from ladder_hatch_sfx_range
3 Days Ago
Merge from xor_typo_fix
3 Days Ago
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues