reporust_rebootcancel

123,984 Commits over 4,171 Days - 1.24cph!

22 Days Ago
Test scene changes
22 Days Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
22 Days Ago
Better avoidance model Rather than appending left,right,left,right directions append all left centre then right When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left Flip steering direction (was steering left when meant to be right)
Rin
22 Days Ago
Added different triggers, NPCs, Static vendirng machines
22 Days Ago
Merge from foliage_displacement_improvements
22 Days Ago
Merge from main
Rin
22 Days Ago
merge from main
22 Days Ago
Merge from s2p_flatten
22 Days Ago
Run scene2prefab (skip HLOD)
22 Days Ago
Merge from main
22 Days Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
23 Days Ago
Handle references to any component instead of just transforms, just to be safe Fix DungeonGridInfo NRE because DungeonVolume is no longer a child after flattening Fix animators breaking after S2P flattening
23 Days Ago
update deep_sea/portals
23 Days Ago
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23 Days Ago
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23 Days Ago
Commit .meta files for floating walkways too
23 Days Ago
Delete `private.0.meta` file that keeps popping up in plastic
23 Days Ago
Create deep sea portal entity - trigger size is networked so we have the option of doing the visual effects on client - entrances & exits are a single entity, change the enum to switch the behavior
23 Days Ago
move vclouds under graphics settings and part of graphics presets, default convar on
23 Days Ago
Show name of prefab inside `FindPrefab` profiler scope - inside `LoadFromResources` and `PrefabPreProcess.Process` scopes so we can see what entities are specifically taking time to initialize when loading (in craggy)
23 Days Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
23 Days Ago
merge query vis job runner NRE fix to main
23 Days Ago
Fix NRE in query vis job runner.
23 Days Ago
Merge from open_your_eyes
23 Days Ago
Fix issue where character eyes could remain closed.
23 Days Ago
Chandelier - removed bulbs from worldmodel
23 Days Ago
fix mannequin placement collider too low
23 Days Ago
Regenerate "ResetStaticFields" for DeepSeaManager
23 Days Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
23 Days Ago
tweaked mannequin guidemesh
23 Days Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
23 Days Ago
security tower update
23 Days Ago
security tower update
23 Days Ago
Ghost ship spawning first pass Made them global networked until we sort the deep sea network group Removed the culling on the hull so we can see them from anywhere in the sea, will prob need an HLOD
23 Days Ago
merge from naval_update/deep_sea
23 Days Ago
hooked up chandelier gibs
23 Days Ago
Anim and entity updates for melee content
23 Days Ago
Very simple, half working obstacle avoidance
23 Days Ago
viewmodel chainsword animation edits
23 Days Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
23 Days Ago
merge from ghostship again
23 Days Ago
merge from naval_update
23 Days Ago
merge from naval_update/ghost_ships
23 Days Ago
hooked up guide mesh on mannequin again
23 Days Ago
mannequin icon, added dlc pack dependency, added guidemesh
23 Days Ago
manual fix staticfields errors
23 Days Ago
Change mannequin inventory panel to look and work like a Locker
23 Days Ago
Chandelier - Added static worldmodel prefab