124,932 Commits over 4,171 Days - 1.25cph!

12 Days Ago
Fixed all remaining ghost bulbs I think.
12 Days Ago
clothing_mannequin platform, guidemesh updated and icon updated
12 Days Ago
clothing mannequin corpse setup
12 Days Ago
resized mannequin textures to 2k, added gibs
12 Days Ago
clothing_mannequin lods
12 Days Ago
Set MP5 high for the same reason
12 Days Ago
Every projectile weapon now has a maximum effect distance that the effect can be heard Set the bolt to an insanely high value (FOR TESTING - NOT FINAL)
Rin
12 Days Ago
Fixed water bodies
12 Days Ago
Effects can now be provided with a max distance If this new max distance is provided then we will do an additional distance check to see if the effect should be sent to any connection within the new max distance Eg effect will check distance to see if the other player is close enough regardless of default network range
Rin
12 Days Ago
More terrain sculpting and smoothing
12 Days Ago
Add in convar to enable/disable long distance sounds, force the longer ShouldNetworkTo entity signal check if i or occlusion are enabled
Rin
13 Days Ago
Added safezone and sentry
13 Days Ago
Run scene2prefab (skip HLOD)
13 Days Ago
Only show sleepingbag team labels if: Sleeping bag and player are in building priv Have a hammer out
13 Days Ago
more_ui_fixes_3 -> main
13 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.
13 Days Ago
Never skip checking objects for references or we'll delete things we need
13 Days Ago
Remove left over log in loading screen
13 Days Ago
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13 Days Ago
more_ui_fixes_3 -> main
13 Days Ago
PT Boat progress
13 Days Ago
Disable flattening on a few more components Remove duplicated DungeonGridLink in entrance_ferry_terminal
13 Days Ago
tweaked mannequin skinning to work better with poses
Rin
13 Days Ago
WIP water bodies
Rin
13 Days Ago
Add workcart spawn
Rin
13 Days Ago
Re-enable vine trees added icelake altered iceberg
13 Days Ago
Cabinet casts a cookie'd spotlight forward. + Related files.
13 Days Ago
Test scene changes
13 Days Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
13 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
13 Days Ago
Added different triggers, NPCs, Static vendirng machines
13 Days Ago
Merge from foliage_displacement_improvements
13 Days Ago
Merge from main
Rin
13 Days Ago
merge from main
13 Days Ago
Merge from s2p_flatten
14 Days Ago
Run scene2prefab (skip HLOD)
14 Days Ago
Merge from main
14 Days Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
14 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
14 Days Ago
update deep_sea/portals
14 Days Ago
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14 Days Ago
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14 Days Ago
Commit .meta files for floating walkways too
14 Days Ago
Delete `private.0.meta` file that keeps popping up in plastic
14 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
14 Days Ago
move vclouds under graphics settings and part of graphics presets, default convar on
14 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)
14 Days Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
14 Days Ago
merge query vis job runner NRE fix to main
14 Days Ago
Fix NRE in query vis job runner.