141,581 Commits over 4,383 Days - 1.35cph!

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