146,910 Commits over 4,444 Days - 1.38cph!

10 Months Ago
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10 Months Ago
more_ui_fixes_3 -> main
10 Months Ago
PT Boat progress
10 Months Ago
Disable flattening on a few more components Remove duplicated DungeonGridLink in entrance_ferry_terminal
10 Months Ago
tweaked mannequin skinning to work better with poses
Rin
10 Months Ago
WIP water bodies
Rin
10 Months Ago
Add workcart spawn
Rin
10 Months Ago
Re-enable vine trees added icelake altered iceberg
10 Months Ago
Cabinet casts a cookie'd spotlight forward. + Related files.
10 Months Ago
Test scene changes
10 Months Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
10 Months 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
10 Months Ago
Added different triggers, NPCs, Static vendirng machines
10 Months Ago
Merge from foliage_displacement_improvements
10 Months Ago
Merge from main
Rin
10 Months Ago
merge from main
10 Months Ago
Merge from s2p_flatten
10 Months Ago
Run scene2prefab (skip HLOD)
10 Months Ago
Merge from main
10 Months Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
10 Months 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
10 Months Ago
update deep_sea/portals
10 Months Ago
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10 Months Ago
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10 Months Ago
Commit .meta files for floating walkways too
10 Months Ago
Delete `private.0.meta` file that keeps popping up in plastic
10 Months 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
10 Months Ago
move vclouds under graphics settings and part of graphics presets, default convar on
10 Months 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)
10 Months Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
10 Months Ago
merge query vis job runner NRE fix to main
10 Months Ago
Fix NRE in query vis job runner.
10 Months Ago
Merge from open_your_eyes
10 Months Ago
Fix issue where character eyes could remain closed.
10 Months Ago
Chandelier - removed bulbs from worldmodel
10 Months Ago
fix mannequin placement collider too low
10 Months Ago
Regenerate "ResetStaticFields" for DeepSeaManager
10 Months Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
10 Months Ago
tweaked mannequin guidemesh
10 Months Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
10 Months Ago
security tower update
10 Months Ago
security tower update
10 Months 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
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
hooked up chandelier gibs
10 Months Ago
Anim and entity updates for melee content
10 Months Ago
Very simple, half working obstacle avoidance
10 Months Ago
viewmodel chainsword animation edits
10 Months Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
10 Months Ago
merge from ghostship again