141,644 Commits over 4,383 Days - 1.35cph!

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
Yesterday
merge from sethealth_fix
Yesterday
Fix debug.sethealth only working with integers, improve feedback
Yesterday
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
Yesterday
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
Yesterday
Clean: rip out serial player update(Jobs 0) flow - moved idle kick logic into ServerUpdateParallel Need to purge non-called methods next Tests: compiles
Yesterday
Updated '24' in neon sign to look more like neon sign font
Yesterday
Move upgrade icon UI convar
Yesterday
Rename workbench upgrade proto to more generic Workbench.
Yesterday
Animation clip updates so we have the attack animation split into 2 clips
Yesterday
Clean: remove server.EmergencyDisablePlayerJobs and relevant code No more safety, where we're going we need bravery Tests: compiles
Yesterday
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
Yesterday
Compile fix
Yesterday
Update: connected players always register with PlayerCache disregarding Jobs mode - Cleaned up a couple checks that now become irrelevant Tests: compiles
Yesterday
Merge from main
Yesterday
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
Yesterday
Clean: remove Jobs 1 paths in BasePlayer.ServerUpdateParallel Tests: compiles
Yesterday
merge from harbor_build_block_preview_fix
Yesterday
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
Yesterday
Merge from island_water_volumes
Yesterday
Merge from combat_knife_rotation_fix_2
Yesterday
Merge from balloon_clump_lod_distances
Yesterday
Merge from recycler_ammo_fix
Yesterday
Merge from floor_frame_grill_fix
Yesterday
Merge from ladder_hatch_sfx_range
Yesterday
Merge from xor_typo_fix
Yesterday
Reassign all animations on Scientist2 controller to new player model anims Still some issues while spriting, but no weapon issues
Yesterday
Merge from main
Yesterday
Adjust SofaSeat spawn positions on public_bench_chairs_300_mountable
Yesterday
▌▅▅▍█▇ ▇▄▅▍█▊▌▍
Yesterday
Updated boat vendor with player boat items
Yesterday
s2p all floating cities, swapped vending orders for boat vendor on FC3 and 4
Yesterday
WIP new items for sale for the floating city, from april quickfire
Yesterday
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)
Yesterday
Remove surface.GetScissorRect hack in ModelPanel Minor cleanups Switch BroadcastLua stuff to a net message * Currently limited to 6K characters
Yesterday
Print in chat when they get a room until we sort out conversation fully
Yesterday
Remove more junk from prototype room number prefab
Yesterday
Implement protobuf data for room numbers
Yesterday
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
Yesterday
Scale mortar shells, fix shells clipping through mortar when firing, tweak IK curve for loading cannon.
Yesterday
Continuing work on the UI - Text components - Input fields
Yesterday
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
Yesterday
Allow apartments to have room numbers assigned in the prefab - ignore the original version that assigned room numbers in code because I am a programmer