142,545 Commits over 4,383 Days - 1.36cph!

11 Days Ago
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
11 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
11 Days Ago
Twitch rivals IK and mount updates
11 Days Ago
Merge from partial
11 Days Ago
Cleanup line spaces
11 Days Ago
11 Days Ago
Split to new Workbench.Upgrades partial
12 Days Ago
Efficency and surplus upgrades, lodded and prefabs setup
12 Days Ago
Update: expose all BasePlayer state caches Needed for Occlusion cleanup rewrite Tests: compiles
12 Days Ago
merge from sethealth_fix
12 Days Ago
Fix debug.sethealth only working with integers, improve feedback
12 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
12 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
12 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
12 Days Ago
Updated '24' in neon sign to look more like neon sign font
12 Days Ago
Move upgrade icon UI convar
12 Days Ago
Rename workbench upgrade proto to more generic Workbench.
12 Days Ago
Animation clip updates so we have the attack animation split into 2 clips
12 Days Ago
Clean: remove server.EmergencyDisablePlayerJobs and relevant code No more safety, where we're going we need bravery Tests: compiles
12 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
12 Days Ago
Compile fix
12 Days Ago
Update: connected players always register with PlayerCache disregarding Jobs mode - Cleaned up a couple checks that now become irrelevant Tests: compiles
12 Days Ago
Merge from main
12 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
12 Days Ago
Clean: remove Jobs 1 paths in BasePlayer.ServerUpdateParallel Tests: compiles
12 Days Ago
merge from harbor_build_block_preview_fix
12 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
12 Days Ago
Merge from island_water_volumes
12 Days Ago
Merge from combat_knife_rotation_fix_2
12 Days Ago
Merge from balloon_clump_lod_distances
12 Days Ago
Merge from recycler_ammo_fix
12 Days Ago
Merge from floor_frame_grill_fix
12 Days Ago
Merge from ladder_hatch_sfx_range
12 Days Ago
Merge from xor_typo_fix
12 Days Ago
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
12 Days Ago
Merge from main
12 Days Ago
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
12 Days Ago
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12 Days Ago
Updated boat vendor with player boat items
12 Days Ago
s2p all floating cities, swapped vending orders for boat vendor on FC3 and 4
12 Days Ago
WIP new items for sale for the floating city, from april quickfire
12 Days Ago
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)
12 Days Ago
Remove surface.GetScissorRect hack in ModelPanel Minor cleanups Switch BroadcastLua stuff to a net message * Currently limited to 6K characters
12 Days Ago
Print in chat when they get a room until we sort out conversation fully
12 Days Ago
Remove more junk from prototype room number prefab
12 Days Ago
Implement protobuf data for room numbers
12 Days Ago
Add digital sign prefab as a placeholder room number sign so you can see which room is which - text will be set to the room number when loading on the client
12 Days Ago
Scale mortar shells, fix shells clipping through mortar when firing, tweak IK curve for loading cannon.
12 Days Ago
Continuing work on the UI - Text components - Input fields
12 Days Ago
Assign room numbers manually inside `apartment_complex_wing.prefab` so it has more control going forward - small apartments 101 - 116 - medium apartments 201 - 608 - large apartments PH1 - PH6