reporust_rebootcancel

139,727 Commits over 4,383 Days - 1.33cph!

4 Minutes Ago
efficency and surplus gibs
7 Minutes Ago
Clean: remove dead using statements Tests: none, trivial change
9 Minutes Ago
Update(tests): adding TickInterpolatorCache tests - added overloads to accept index directly instead of entire baseplayer Tests: ran unit tests
43 Minutes Ago
- Add a 'remove all' button to clear up all the sell orders - Fix phrases again
47 Minutes 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
47 Minutes Ago
Replaced neon sign meshes with prefabs in rentable shops
51 Minutes Ago
Mortar animation updates
52 Minutes Ago
Fix squished sell order icons
55 Minutes Ago
Follow style guidelines a bit better. More blockout work. Better colours
55 Minutes Ago
Change loot panel name on engineering workbench.
1 Hour Ago
Don't open inventory UI for static workbenches. Additional ItemFilter safety check for static workbenches.
1 Hour Ago
LODs for retable shop neon signs plus prefab setup
1 Hour 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
1 Hour Ago
Clean: minor variable replacements in TickInterpolatorCache Tests: none
1 Hour Ago
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
1 Hour Ago
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
1 Hour Ago
Mising translations
1 Hour Ago
More WIP, more blockout
1 Hour 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
1 Hour Ago
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
1 Hour Ago
crypt foundation triangle collider convex on
1 Hour Ago
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
2 Hours Ago
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
2 Hours Ago
WIP: - More blockouts - Some minor functionality
2 Hours 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 Hours Ago
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
2 Hours Ago
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
2 Hours Ago
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
2 Hours Ago
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
3 Hours 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 Hours Ago
Twitch rivals IK and mount updates
3 Hours Ago
Merge from partial
3 Hours Ago
Cleanup line spaces
3 Hours Ago
3 Hours Ago
Split to new Workbench.Upgrades partial
3 Hours Ago
Efficency and surplus upgrades, lodded and prefabs setup
3 Hours Ago
Update: expose all BasePlayer state caches Needed for Occlusion cleanup rewrite Tests: compiles
4 Hours Ago
merge from sethealth_fix
4 Hours Ago
Fix debug.sethealth only working with integers, improve feedback
4 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
4 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
4 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
4 Hours Ago
Updated '24' in neon sign to look more like neon sign font
4 Hours Ago
Move upgrade icon UI convar
5 Hours Ago
Rename workbench upgrade proto to more generic Workbench.
5 Hours Ago
Animation clip updates so we have the attack animation split into 2 clips
5 Hours Ago
Clean: remove server.EmergencyDisablePlayerJobs and relevant code No more safety, where we're going we need bravery Tests: compiles
5 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
5 Hours Ago
Compile fix
5 Hours Ago
Update: connected players always register with PlayerCache disregarding Jobs mode - Cleaned up a couple checks that now become irrelevant Tests: compiles