141,553 Commits over 4,383 Days - 1.35cph!

5 Minutes Ago
crypt foundation triangle collider convex on
11 Minutes Ago
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
23 Minutes Ago
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
26 Minutes Ago
WIP: - More blockouts - Some minor functionality
29 Minutes 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
29 Minutes Ago
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
34 Minutes Ago
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
39 Minutes Ago
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
45 Minutes Ago
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
56 Minutes 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
1 Hour Ago
Split to new Workbench.Upgrades partial
1 Hour Ago
Efficency and surplus upgrades, lodded and prefabs setup
1 Hour Ago
Update: expose all BasePlayer state caches Needed for Occlusion cleanup rewrite Tests: compiles
2 Hours Ago
merge from sethealth_fix
2 Hours Ago
Fix debug.sethealth only working with integers, improve feedback
2 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
2 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
3 Hours Ago
Rename workbench upgrade proto to more generic Workbench.
3 Hours Ago
Animation clip updates so we have the attack animation split into 2 clips
3 Hours Ago
Clean: remove server.EmergencyDisablePlayerJobs and relevant code No more safety, where we're going we need bravery Tests: compiles
3 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
4 Hours Ago
Merge from main
4 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
4 Hours Ago
Clean: remove Jobs 1 paths in BasePlayer.ServerUpdateParallel Tests: compiles
4 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
Today
Merge from ladder_hatch_sfx_range
Today
Merge from xor_typo_fix
Today
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
Today
Merge from main
Today
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
Today
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Today
Updated boat vendor with player boat items
Today
s2p all floating cities, swapped vending orders for boat vendor on FC3 and 4
Today
WIP new items for sale for the floating city, from april quickfire
Today
Remove recently added DebuggerBreak call Lets try shipping 64bit tools for testing Minor changes to entity classes Deletes C_BaseAnimating.m_bNoModelParticles (unused) Makes C_BaseEntity::m_fEffects, m_nRenderMode and m_nOldRenderMode private Removed C_BaseAnimating.SaveRagdollInfo, RetrieveRagdollInfo, m_bStoreRagdollInfo Moved some private/protected members around a bit (C_BaseEntity, C_BaseAnimating)