144,769 Commits over 4,413 Days - 1.37cph!

36 Days Ago
exported updated crossbow bowless vm anims
36 Days Ago
Added new inventory sounds for the bone knife and rework/polish the salvaged axe sounds
36 Days Ago
Merge: from useplayerupdatejobs_purge - Clean: Removal of UsePlayerUpdateJobs 0 and 1 code - Optim: RelationshipManager now uses cached server occlusion results instead of running new ones Tests: unit tests + ran around on craggy, used heli, zipline, swam
36 Days Ago
Merge: from main
36 Days Ago
Terrain holes prototyping with SDF style shape components to render new static terrain holes locally for improved resolution
36 Days Ago
same again
36 Days Ago
removed unnecessary files
36 Days Ago
updated upgrade visuals for reinforced - added new ones for tier 2 and 3
36 Days Ago
efficency and surplus gibs
36 Days Ago
Clean: remove dead using statements Tests: none, trivial change
36 Days Ago
Update(tests): adding TickInterpolatorCache tests - added overloads to accept index directly instead of entire baseplayer Tests: ran unit tests
36 Days Ago
- Add a 'remove all' button to clear up all the sell orders - Fix phrases again
36 Days 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
36 Days Ago
Replaced neon sign meshes with prefabs in rentable shops
36 Days Ago
Mortar animation updates
36 Days Ago
Fix squished sell order icons
36 Days Ago
Follow style guidelines a bit better. More blockout work. Better colours
36 Days Ago
Change loot panel name on engineering workbench.
37 Days Ago
Don't open inventory UI for static workbenches. Additional ItemFilter safety check for static workbenches.
37 Days Ago
LODs for retable shop neon signs plus prefab setup
37 Days 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
37 Days Ago
Clean: minor variable replacements in TickInterpolatorCache Tests: none
37 Days Ago
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack Tests: ran AH unit tests
37 Days Ago
Clean: remove all uses of TickInterpolator in BasePlayer logic Tests: compiles
37 Days Ago
Mising translations
37 Days Ago
More WIP, more blockout
37 Days 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
37 Days Ago
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
37 Days Ago
crypt foundation triangle collider convex on
37 Days Ago
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren. Hook it up for all 3 benches.
37 Days Ago
Clean: update UsePlayerUpdateJobs servervar description with a new min level - ran codegen Tests: compiles
37 Days Ago
WIP: - More blockouts - Some minor functionality
37 Days 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
37 Days Ago
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks Tests: compiles
37 Days Ago
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar Tests: compiles
37 Days Ago
Clean: remove UsePlayerTasks alias, since it's now always true Tests: compiles
37 Days Ago
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch Tests: compiles
37 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
37 Days Ago
Twitch rivals IK and mount updates
37 Days Ago
Merge from partial
37 Days Ago
Cleanup line spaces
37 Days Ago
37 Days Ago
Split to new Workbench.Upgrades partial
37 Days Ago
Efficency and surplus upgrades, lodded and prefabs setup
37 Days Ago
Update: expose all BasePlayer state caches Needed for Occlusion cleanup rewrite Tests: compiles
37 Days Ago
merge from sethealth_fix
37 Days Ago
Fix debug.sethealth only working with integers, improve feedback
37 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
37 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
37 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