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139,236 Commits over 4,505 Days - 1.29cph!

1 Year Ago
Fixed all remaining ghost bulbs I think.
1 Year Ago
clothing_mannequin platform, guidemesh updated and icon updated
1 Year Ago
clothing mannequin corpse setup
1 Year Ago
resized mannequin textures to 2k, added gibs
1 Year Ago
clothing_mannequin lods
1 Year Ago
Set MP5 high for the same reason
1 Year Ago
Every projectile weapon now has a maximum effect distance that the effect can be heard Set the bolt to an insanely high value (FOR TESTING - NOT FINAL)
Rin
1 Year Ago
Fixed water bodies
1 Year Ago
Effects can now be provided with a max distance If this new max distance is provided then we will do an additional distance check to see if the effect should be sent to any connection within the new max distance Eg effect will check distance to see if the other player is close enough regardless of default network range
Rin
1 Year Ago
More terrain sculpting and smoothing
1 Year Ago
Add in convar to enable/disable long distance sounds, force the longer ShouldNetworkTo entity signal check if i or occlusion are enabled
Rin
1 Year Ago
Added safezone and sentry
1 Year Ago
Run scene2prefab (skip HLOD)
1 Year Ago
Only show sleepingbag team labels if: Sleeping bag and player are in building priv Have a hammer out
1 Year Ago
more_ui_fixes_3 -> main
1 Year Ago
Fix a problem which would sometimes not display your favourite servers Reduce the amount of search pruning: it was too severe: We were overly pruning servers based on wipe and play times, but servers in the favourites aren't guaranteed to having these values. This was causing us to excessivly prune search results that didnt need to be pruned.
1 Year Ago
Never skip checking objects for references or we'll delete things we need
1 Year Ago
Remove left over log in loading screen
1 Year Ago
more_ui_fixes_3 -> main
1 Year Ago
PT Boat progress
1 Year Ago
Disable flattening on a few more components Remove duplicated DungeonGridLink in entrance_ferry_terminal
1 Year Ago
tweaked mannequin skinning to work better with poses
Rin
1 Year Ago
WIP water bodies
Rin
1 Year Ago
Add workcart spawn
Rin
1 Year Ago
Re-enable vine trees added icelake altered iceberg
1 Year Ago
Cabinet casts a cookie'd spotlight forward. + Related files.
1 Year Ago
Test scene changes
1 Year Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
1 Year 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
1 Year Ago
Added different triggers, NPCs, Static vendirng machines
1 Year Ago
Merge from foliage_displacement_improvements
1 Year Ago
Merge from main
Rin
1 Year Ago
merge from main
1 Year Ago
Merge from s2p_flatten
1 Year Ago
Run scene2prefab (skip HLOD)
1 Year Ago
Merge from main
1 Year Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
1 Year 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
1 Year Ago
update deep_sea/portals
1 Year Ago
Commit .meta files for floating walkways too
1 Year Ago
Delete `private.0.meta` file that keeps popping up in plastic
1 Year 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
1 Year Ago
move vclouds under graphics settings and part of graphics presets, default convar on
1 Year 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)
1 Year Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
1 Year Ago
merge query vis job runner NRE fix to main
1 Year Ago
Fix NRE in query vis job runner.
1 Year Ago
Merge from open_your_eyes
1 Year Ago
Fix issue where character eyes could remain closed.
1 Year Ago
Chandelier - removed bulbs from worldmodel