reporust_rebootcancel

123,096 Commits over 4,171 Days - 1.23cph!

10 Days 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.
10 Days Ago
Never skip checking objects for references or we'll delete things we need
10 Days Ago
Remove left over log in loading screen
10 Days Ago
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10 Days Ago
more_ui_fixes_3 -> main
10 Days Ago
PT Boat progress
10 Days Ago
Disable flattening on a few more components Remove duplicated DungeonGridLink in entrance_ferry_terminal
10 Days Ago
tweaked mannequin skinning to work better with poses
Rin
10 Days Ago
WIP water bodies
Rin
10 Days Ago
Add workcart spawn
Rin
10 Days Ago
Re-enable vine trees added icelake altered iceberg
10 Days Ago
Cabinet casts a cookie'd spotlight forward. + Related files.
10 Days Ago
Test scene changes
11 Days Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
11 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
11 Days Ago
Added different triggers, NPCs, Static vendirng machines
11 Days Ago
Merge from foliage_displacement_improvements
11 Days Ago
Merge from main
Rin
11 Days Ago
merge from main
11 Days Ago
Merge from s2p_flatten
11 Days Ago
Run scene2prefab (skip HLOD)
11 Days Ago
Merge from main
11 Days Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
11 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
11 Days Ago
update deep_sea/portals
11 Days Ago
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11 Days Ago
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11 Days Ago
Commit .meta files for floating walkways too
11 Days Ago
Delete `private.0.meta` file that keeps popping up in plastic
11 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
11 Days Ago
move vclouds under graphics settings and part of graphics presets, default convar on
11 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)
11 Days Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
11 Days Ago
merge query vis job runner NRE fix to main
11 Days Ago
Fix NRE in query vis job runner.
11 Days Ago
Merge from open_your_eyes
11 Days Ago
Fix issue where character eyes could remain closed.
11 Days Ago
Chandelier - removed bulbs from worldmodel
11 Days Ago
fix mannequin placement collider too low
11 Days Ago
Regenerate "ResetStaticFields" for DeepSeaManager
11 Days Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
11 Days Ago
tweaked mannequin guidemesh
11 Days Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
11 Days Ago
security tower update
11 Days Ago
security tower update
11 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
11 Days Ago
merge from naval_update/deep_sea
11 Days Ago
hooked up chandelier gibs
11 Days Ago
Anim and entity updates for melee content