reporust_rebootcancel

134,592 Commits over 4,324 Days - 1.30cph!

6 Months Ago
Rebuild phrases
6 Months Ago
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6 Months Ago
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6 Months Ago
Fix entities offshore, add test game objects for now to test spawnpoints
6 Months Ago
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
6 Months Ago
- fix colliders not being spawned at correct positions - fix entity bounds not matching up with the intented bounds - correct ValidBounds size Add admin commands for testing - enterdeepsea - leavedeepsea - createdeepsea (respawns the deep sea entity, not "gracefully recreate it")
6 Months Ago
Prevent players from accidently ent killing important entities (like the deep seas)
6 Months Ago
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
6 Months Ago
Get rid of the extra prefab for the "deep sea", instead put everything inside the DeepSea entity - spawn it at 0,0,0 then teleport it to -6000
6 Months Ago
Snap displacement cam to map texel increments to avoid jittering issues Use flags for SpecialPurposeCamera for multiple render on refresh options Timesliced rendering option for multi viewport renders
6 Months Ago
Fix translations for pickup error toast messages
6 Months Ago
Deleted old proto folder Protobufs now reference the one inside the game assets
6 Months Ago
Run generate proto logic in a try catch so the progress bar cant freeze in place if it fails
6 Months Ago
Increase network grid area from 8192 -> 16384 so it covers from -8k to +8k - increase cell count to 512 so network grids remain 32m
6 Months Ago
Deep sea is located from -8000 -> -4000 on the map - add 4k area to xAxis of ValidBounds (-4000 -> 4000) into (-8000 -> 4000) - add 4k area to xAxis of physics bounds (-5000 -> 5000) into (-9000 -> 5000)
6 Months Ago
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6 Months Ago
Update manifest
6 Months Ago
Create deep sea manager entity - spawn as an important entity - create center of map so we don't have to worry about bounds Create basic deep sea prefab that contains box colliders around the ocean - entity will spawn the "deep sea" prefab
6 Months Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
6 Months Ago
Refactor server restart message phrases
6 Months Ago
Compile fixes
6 Months Ago
Code gen compile fix following main rebase
6 Months Ago
merge from main
6 Months Ago
Updated ceiling light deploy guide to include its wire, enabled rotation before placement
6 Months Ago
Tweaked chandelier box trace so it can't go too close to the surface below Tweaked deploy volume
6 Months Ago
Fixed string light control box LODs
6 Months Ago
Updated string lights descriptions
6 Months Ago
Restored fairy light emissive
6 Months Ago
Chandelier deploy guide and icon Fixed pooling issue
6 Months Ago
Chandelier cable is swapped to a non cutout mat when >5m away
6 Months Ago
Chandelier blocked toast says what entity is blocking, when it can Added a prevent building collider to the cable Additional server checks
6 Months Ago
🎉 Successfully generating accepted protobufs in editor
6 Months Ago
Generate into the data plugin folder as normal
6 Months Ago
Add into codegen Seperate generation code into its old assembly
6 Months Ago
Added support for Deferred Decal rendering in the new render pipeline
6 Months Ago
merge from cctv_helper_convars --> main
6 Months Ago
Codegen after merge conflicts
6 Months Ago
Chandelier interpolation, chains and pedal animations
6 Months Ago
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6 Months Ago
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6 Months Ago
merge from main
6 Months Ago
merge from fix_light_dynamic_lods --> main
6 Months Ago
merge from minicopter_damagefx --> main
6 Months Ago
Shader changes for indirect instancing (changes which are likely not required)
6 Months Ago
Shader changes for indirect instancing (supported shaders)
6 Months Ago
Shader changes for indirect instancing (include files)
6 Months Ago
team_bag_labels -> main