reporust_rebootcancel

123,426 Commits over 4,171 Days - 1.23cph!

17 Days Ago
Run scene2prefab (skip HLOD)
17 Days Ago
Merge from main
17 Days Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
17 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
17 Days Ago
update deep_sea/portals
17 Days Ago
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17 Days Ago
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17 Days Ago
Commit .meta files for floating walkways too
17 Days Ago
Delete `private.0.meta` file that keeps popping up in plastic
17 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
17 Days Ago
move vclouds under graphics settings and part of graphics presets, default convar on
17 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)
17 Days Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
17 Days Ago
merge query vis job runner NRE fix to main
17 Days Ago
Fix NRE in query vis job runner.
17 Days Ago
Merge from open_your_eyes
17 Days Ago
Fix issue where character eyes could remain closed.
17 Days Ago
Chandelier - removed bulbs from worldmodel
17 Days Ago
fix mannequin placement collider too low
17 Days Ago
Regenerate "ResetStaticFields" for DeepSeaManager
17 Days Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
17 Days Ago
tweaked mannequin guidemesh
17 Days Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
17 Days Ago
security tower update
17 Days Ago
security tower update
17 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
17 Days Ago
merge from naval_update/deep_sea
17 Days Ago
hooked up chandelier gibs
17 Days Ago
Anim and entity updates for melee content
17 Days Ago
Very simple, half working obstacle avoidance
17 Days Ago
viewmodel chainsword animation edits
17 Days Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
17 Days Ago
merge from ghostship again
17 Days Ago
merge from naval_update
17 Days Ago
merge from naval_update/ghost_ships
17 Days Ago
hooked up guide mesh on mannequin again
17 Days Ago
mannequin icon, added dlc pack dependency, added guidemesh
17 Days Ago
manual fix staticfields errors
17 Days Ago
Change mannequin inventory panel to look and work like a Locker
17 Days Ago
Chandelier - Added static worldmodel prefab
17 Days Ago
Ceiling fluorescent light deploy guide
17 Days Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
17 Days Ago
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17 Days Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
17 Days Ago
Add classic boat wandering state
17 Days Ago
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params