reporust_rebootcancel

139,779 Commits over 4,383 Days - 1.33cph!

Today
removed unnecessary files
Today
updated upgrade visuals for reinforced - added new ones for tier 2 and 3
Today
efficency and surplus gibs
Today
Clean: remove dead using statements Tests: none, trivial change
Today
Update(tests): adding TickInterpolatorCache tests - added overloads to accept index directly instead of entire baseplayer Tests: ran unit tests
- Add a 'remove all' button to clear up all the sell orders - Fix phrases again
Today
Clean: nuke TickInterpolator We lose consistency unit test, so i'll add a couple basic ones in next change Tests: ran AH unit tests
Today
Replaced neon sign meshes with prefabs in rentable shops
Today
Mortar animation updates
Fix squished sell order icons
Follow style guidelines a bit better. More blockout work. Better colours
Today
Change loot panel name on engineering workbench.
Today
Don't open inventory UI for static workbenches. Additional ItemFilter safety check for static workbenches.
Today
LODs for retable shop neon signs plus prefab setup
Today
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
Today
Clean: minor variable replacements in TickInterpolatorCache Tests: none
Today
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
Today
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
Mising translations
More WIP, more blockout
Today
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
Today
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
Today
crypt foundation triangle collider convex on
Today
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
Today
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
WIP: - More blockouts - Some minor functionality
Today
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
Today
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
Today
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
Today
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
Today
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