141,613 Commits over 4,383 Days - 1.35cph!

5 Hours Ago
Don't open inventory UI for static workbenches. Additional ItemFilter safety check for static workbenches.
5 Hours Ago
LODs for retable shop neon signs plus prefab setup
5 Hours 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
5 Hours Ago
Clean: minor variable replacements in TickInterpolatorCache Tests: none
5 Hours Ago
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
5 Hours Ago
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
5 Hours Ago
Mising translations
5 Hours Ago
More WIP, more blockout
5 Hours 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
5 Hours Ago
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
5 Hours Ago
crypt foundation triangle collider convex on
5 Hours Ago
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
6 Hours Ago
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
6 Hours Ago
WIP: - More blockouts - Some minor functionality
6 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
6 Hours Ago
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
6 Hours Ago
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
6 Hours Ago
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
6 Hours Ago
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
Today
Clean: simplify serial OcclusionLineOfSight to match batched version - removed all extra replication code that we no longer need Tests: ran server occlusion consistency tests
Today
Twitch rivals IK and mount updates
Today
Merge from partial
Today
Cleanup line spaces
Today
Today
Split to new Workbench.Upgrades partial
Today
Efficency and surplus upgrades, lodded and prefabs setup
Today
Update: expose all BasePlayer state caches Needed for Occlusion cleanup rewrite Tests: compiles
Today
merge from sethealth_fix
Today
Fix debug.sethealth only working with integers, improve feedback
Today
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
Today
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
Today
Clean: rip out serial player update(Jobs 0) flow - moved idle kick logic into ServerUpdateParallel Need to purge non-called methods next Tests: compiles
Today
Updated '24' in neon sign to look more like neon sign font
Today
Move upgrade icon UI convar
Today
Rename workbench upgrade proto to more generic Workbench.
Today
Animation clip updates so we have the attack animation split into 2 clips
Today
Clean: remove server.EmergencyDisablePlayerJobs and relevant code No more safety, where we're going we need bravery Tests: compiles
Today
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
Today
Compile fix
Today
Update: connected players always register with PlayerCache disregarding Jobs mode - Cleaned up a couple checks that now become irrelevant Tests: compiles
Today
Merge from main
Today
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
Today
Clean: remove Jobs 1 paths in BasePlayer.ServerUpdateParallel Tests: compiles
Today
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