125,757 Commits over 4,171 Days - 1.26cph!

21 Days Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
21 Days Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
21 Days Ago
merge from decor_lighting_dlc
21 Days Ago
merge from main
21 Days Ago
Fixed chandelier bounds issue preventing wiring
21 Days Ago
Added a game tip explaining you can adjust the spotlight rotation using a hammer
21 Days Ago
merge from buried_item_null_checks
21 Days Ago
Add null checks for buried item creation.
21 Days Ago
Anim update for sks and l96
21 Days Ago
Rebase on /main
21 Days Ago
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
22 Days Ago
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
22 Days Ago
Merge from foliage_instancing
22 Days Ago
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
22 Days Ago
merge from pilot_hazmat_dlc
22 Days Ago
Deleted pilot hazmat cinematic folder
22 Days Ago
Merged from parent
22 Days Ago
Rebase on /main
Rin
22 Days Ago
Added small power substation
22 Days Ago
Create separate materials for foliage placements/instancing
22 Days Ago
More splat set stuff.
22 Days Ago
Progress
22 Days Ago
Merge from main
22 Days Ago
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
22 Days Ago
update deep_sea/portals
22 Days Ago
Include all the other prefabs updated when generating manifest
22 Days Ago
Update manifest
22 Days Ago
Fix compile errors
22 Days Ago
Update protobuf
22 Days Ago
Commit AK FBX that keeps being reserialized
22 Days Ago
merge from deep_sea/portals -> deep_sea
22 Days Ago
Codegen
22 Days Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
22 Days Ago
Codegen after merge
22 Days Ago
Merge from s2p_flatten
22 Days Ago
Run scene2prefab (skip HLOD)
22 Days Ago
merge from naval_update -> deep_sea
22 Days Ago
merge from main -> naval_update
22 Days Ago
Fix train tunnel entrances not linking up properly
22 Days Ago
Bunch of work to get the portals working - entering the portal as a player or as a vehicle will instantly teleport the the opposite side - portals are spawned at runtime and sized to the size of the island - portals can be spawned at any of the 4 cardinal directions of the island - for testing leave the island from the north side and enter the deep sea on the south - will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing) - teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects) - refactor the name of some code to make it nicer - portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar - fix PointEntity<T> not intializating the singleton instances as soon as possible
22 Days Ago
Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped
22 Days Ago
merge static field reset code gen improvements back to main.
22 Days Ago
adjust xl picture frame placement bounds (can now place in triangle wall corner)
22 Days Ago
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
22 Days Ago
Remove extra newlines from "##### CTexture couldn't find" warning * The warning is Linux only Added 2 new optional args to mesh.TexCoord * mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional. Fixed edict exhaustion prevention affecting nextbot players Fixed some usages of HL2_DLL clientside * TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error) * mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before. * Prevents game hang, hopefully without side effects Fixed a crash with clientside ropes on props Basic implementation of clientside ragdoll gibs Prevent crash to do with CSpatialPartition invalid handles Prevent "bone write access" warnings with ClientsideRagdoll()
22 Days Ago
Fix objects flagged as not allowing flattening being deleted when a parent is deleted