129,772 Commits over 4,201 Days - 1.29cph!

2 Months Ago
Codegen
2 Months Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
2 Months Ago
Codegen after merge
2 Months Ago
Merge from s2p_flatten
2 Months Ago
Run scene2prefab (skip HLOD)
2 Months Ago
merge from naval_update -> deep_sea
2 Months Ago
merge from main -> naval_update
2 Months Ago
Fix train tunnel entrances not linking up properly
2 Months 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
2 Months Ago
Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped
2 Months Ago
merge static field reset code gen improvements back to main.
2 Months Ago
adjust xl picture frame placement bounds (can now place in triangle wall corner)
2 Months Ago
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
2 Months 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()
2 Months Ago
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
2 Months Ago
Remove testing model for collider placement from mannequin
2 Months Ago
Progress & terrain files.
2 Months Ago
merge from vclouds_default_enable
2 Months Ago
Change portal GUID since it somehow conflicts with the island prefab GUID
2 Months Ago
PT Boat progress
2 Months Ago
gunshot_network_range_improvements -> main
2 Months Ago
Remove logs
2 Months Ago
Bolty and l96 can be heard from up to 700~ meters away Max before was around 350
2 Months Ago
Fixed breakdown button loc
2 Months Ago
Fixed boots being in the wrong order in the skin viewer
2 Months Ago
merge from skinviewer_boots_fix
2 Months Ago
Tilesets.
2 Months Ago
decor_lighting_dlc -> main
2 Months Ago
syncvar_load_fix -> decor_lighting_dlc
2 Months Ago
Fix some syncvars not loading in properly
2 Months Ago
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2 Months Ago
merge from decor_lighting_dlc
2 Months Ago
Fixed bulb string lights and fairy lights not working in builds
2 Months Ago
Allow placement of ceilling lights on rocks
2 Months Ago
Add parrelsync so i dont need to redownload the rust project to have two editors
2 Months Ago
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2 Months Ago
Set chandelier last length default value to -1
2 Months Ago
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2 Months Ago
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2 Months Ago
fix mannequin LODs, remove ability to lock mannequin
2 Months Ago
Set correct mip map bias when using indirect instancing
2 Months Ago
merge from decor_lighting_dlc
2 Months Ago
Added a toast when the chandelier reached its max length Increased the max length a tiny bit
2 Months Ago
enabled read/write on spotlight gibs
2 Months Ago
Tighter wall cabinet placement angles Tweaked chandelier deploy volume and collider
2 Months Ago
added collision mesh for beanbag chairs
2 Months Ago
Make sure indirect instancing ConVars are disabled by default and saved
2 Months Ago
merge from main
2 Months Ago
Restored LoadSave on playground scene
2 Months Ago
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