141,621 Commits over 4,383 Days - 1.35cph!
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
Clean: nuke TickInterpolator
We lose consistency unit test, so i'll add a couple basic ones in next change
Tests: ran AH unit tests
Replaced neon sign meshes with prefabs in rentable shops
Fix squished sell order icons
Follow style guidelines a bit better. More blockout work. Better colours
Change loot panel name on engineering workbench.
Don't open inventory UI for static workbenches.
Additional ItemFilter safety check for static workbenches.
LODs for retable shop neon signs plus prefab setup
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
Clean: minor variable replacements in TickInterpolatorCache
Tests: none
Clean: replace all usages of TickInterpolator with TickInterpolatorCache in AntiHack
Tests: ran AH unit tests
Clean: remove all uses of TickInterpolator in BasePlayer logic
Tests: compiles
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
Remove RPC_TechTreePrototypeUnlock, consolidate into RPC_TechTreeUnlock to remove duplication and avoid any potential future behaviour separation.
crypt foundation triangle collider convex on
Added inspector ref to TriggerWorkbench so I can remove some GetComponentInChildren.
Hook it up for all 3 benches.
Clean: update UsePlayerUpdateJobs servervar description with a new min level
- ran codegen
Tests: compiles
WIP:
- More blockouts
- Some minor functionality
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
Clean: remove all ConVar.Server.UsePlayerUpdateJobs > 0 checks
Tests: compiles
Clean: remove TriggerParent.UsePlayerV2Shortcuts servervar
Tests: compiles
Clean: remove UsePlayerTasks alias, since it's now always true
Tests: compiles
Optim: RelationshipManager - replace active server occlusion query with a cached result fetch
Tests: compiles
Clean: simplify serial OcclusionLineOfSight to match batched version
- removed all extra replication code that we no longer need
Tests: ran server occlusion consistency tests
Twitch rivals IK and mount updates
Split to new Workbench.Upgrades partial
Efficency and surplus upgrades, lodded and prefabs setup
Update: expose all BasePlayer state caches
Needed for Occlusion cleanup rewrite
Tests: compiles
Fix debug.sethealth only working with integers, improve feedback
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
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
Clean: rip out serial player update(Jobs 0) flow
- moved idle kick logic into ServerUpdateParallel
Need to purge non-called methods next
Tests: compiles
Updated '24' in neon sign to look more like neon sign font
Move upgrade icon UI convar
Rename workbench upgrade proto to more generic Workbench.
Animation clip updates so we have the attack animation split into 2 clips
Clean: remove server.EmergencyDisablePlayerJobs and relevant code
No more safety, where we're going we need bravery
Tests: compiles
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
Update: connected players always register with PlayerCache disregarding Jobs mode
- Cleaned up a couple checks that now become irrelevant
Tests: compiles
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