129,761 Commits over 4,201 Days - 1.29cph!

2 Months Ago
Bugfix: UsePlayerUpdateJobs 1/2 - use correct indices when filtering out disconnected players - Added a unit test to validate BasePlayer.FilterInvalidPlayers works correctly Tests: ran new unit test
2 Months Ago
Ceiling light and ceiling fluorescent light use the same max deploy angle and deploy layers
2 Months Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
2 Months Ago
Added farm sign to farm kiosk
2 Months Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
2 Months Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
2 Months Ago
merge from decor_lighting_dlc
2 Months Ago
merge from main
2 Months Ago
Fixed chandelier bounds issue preventing wiring
2 Months Ago
Added a game tip explaining you can adjust the spotlight rotation using a hammer
2 Months Ago
merge from buried_item_null_checks
2 Months Ago
Add null checks for buried item creation.
2 Months Ago
Anim update for sks and l96
2 Months Ago
Rebase on /main
2 Months Ago
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
2 Months Ago
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
2 Months Ago
Merge from foliage_instancing
2 Months Ago
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
2 Months Ago
merge from pilot_hazmat_dlc
2 Months Ago
Deleted pilot hazmat cinematic folder
2 Months Ago
Merged from parent
2 Months Ago
Rebase on /main
Rin
2 Months Ago
Added small power substation
2 Months Ago
Create separate materials for foliage placements/instancing
2 Months Ago
More splat set stuff.
2 Months Ago
Progress
2 Months Ago
Merge from main
2 Months 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
2 Months Ago
update deep_sea/portals
2 Months Ago
Include all the other prefabs updated when generating manifest
2 Months Ago
Update manifest
2 Months Ago
Fix compile errors
2 Months Ago
Update protobuf
2 Months Ago
Commit AK FBX that keeps being reserialized
2 Months Ago
merge from deep_sea/portals -> deep_sea
2 Months Ago
Codegen
2 Months Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
2 Months Ago
Codegen after merge
2 Months Ago
Merge from s2p_flatten
2 Months Ago
Run scene2prefab (skip HLOD)
2 Months Ago
merge from naval_update -> deep_sea
2 Months Ago
merge from main -> naval_update
2 Months Ago
Fix train tunnel entrances not linking up properly
2 Months 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
2 Months Ago
Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped
2 Months Ago
merge static field reset code gen improvements back to main.