124,931 Commits over 4,171 Days - 1.25cph!

11 Days Ago
Merge from main
11 Days Ago
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
11 Days Ago
update deep_sea/portals
11 Days Ago
Include all the other prefabs updated when generating manifest
11 Days Ago
Update manifest
11 Days Ago
Fix compile errors
11 Days Ago
Update protobuf
11 Days Ago
Commit AK FBX that keeps being reserialized
11 Days Ago
merge from deep_sea/portals -> deep_sea
11 Days Ago
Codegen
11 Days Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
11 Days Ago
Codegen after merge
11 Days Ago
Merge from s2p_flatten
11 Days Ago
Run scene2prefab (skip HLOD)
11 Days Ago
merge from naval_update -> deep_sea
11 Days Ago
merge from main -> naval_update
11 Days Ago
Fix train tunnel entrances not linking up properly
11 Days Ago
Bunch of work to get the portals working - entering the portal as a player or as a vehicle will instantly teleport the the opposite side - portals are spawned at runtime and sized to the size of the island - portals can be spawned at any of the 4 cardinal directions of the island - for testing leave the island from the north side and enter the deep sea on the south - will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing) - teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects) - refactor the name of some code to make it nicer - portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar - fix PointEntity<T> not intializating the singleton instances as soon as possible
11 Days Ago
Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped
11 Days Ago
merge static field reset code gen improvements back to main.
11 Days Ago
adjust xl picture frame placement bounds (can now place in triangle wall corner)
11 Days Ago
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
11 Days Ago
Remove extra newlines from "##### CTexture couldn't find" warning * The warning is Linux only Added 2 new optional args to mesh.TexCoord * mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional. Fixed edict exhaustion prevention affecting nextbot players Fixed some usages of HL2_DLL clientside * TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error) * mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before. * Prevents game hang, hopefully without side effects Fixed a crash with clientside ropes on props Basic implementation of clientside ragdoll gibs Prevent crash to do with CSpatialPartition invalid handles Prevent "bone write access" warnings with ClientsideRagdoll()
11 Days Ago
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
11 Days Ago
Remove testing model for collider placement from mannequin
11 Days Ago
Progress & terrain files.
11 Days Ago
merge from vclouds_default_enable
11 Days Ago
Change portal GUID since it somehow conflicts with the island prefab GUID
11 Days Ago
PT Boat progress
11 Days Ago
gunshot_network_range_improvements -> main
11 Days Ago
Remove logs
11 Days Ago
Bolty and l96 can be heard from up to 700~ meters away Max before was around 350
11 Days Ago
Fixed breakdown button loc
11 Days Ago
Fixed boots being in the wrong order in the skin viewer
11 Days Ago
merge from skinviewer_boots_fix
11 Days Ago
Tilesets.
11 Days Ago
decor_lighting_dlc -> main
11 Days Ago
syncvar_load_fix -> decor_lighting_dlc
11 Days Ago
Fix some syncvars not loading in properly
11 Days Ago
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11 Days Ago
merge from decor_lighting_dlc
11 Days Ago
Fixed bulb string lights and fairy lights not working in builds
11 Days Ago
Allow placement of ceilling lights on rocks
11 Days Ago
Add parrelsync so i dont need to redownload the rust project to have two editors
11 Days Ago
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11 Days Ago
Set chandelier last length default value to -1
11 Days Ago
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11 Days Ago
fix mannequin LODs, remove ability to lock mannequin
11 Days Ago
Set correct mip map bias when using indirect instancing