reporust_rebootcancel

130,519 Commits over 4,140 Days - 1.31cph!

6 Days Ago
Disable flattening on a few more components Remove duplicated DungeonGridLink in entrance_ferry_terminal
6 Days Ago
tweaked mannequin skinning to work better with poses
Rin
6 Days Ago
WIP water bodies
Rin
6 Days Ago
Add workcart spawn
Rin
6 Days Ago
Re-enable vine trees added icelake altered iceberg
6 Days Ago
Cabinet casts a cookie'd spotlight forward. + Related files.
6 Days Ago
Test scene changes
6 Days Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
6 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
6 Days Ago
Added different triggers, NPCs, Static vendirng machines
6 Days Ago
Merge from foliage_displacement_improvements
6 Days Ago
Merge from main
Rin
6 Days Ago
merge from main
6 Days Ago
Merge from s2p_flatten
6 Days Ago
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6 Days Ago
Run scene2prefab (skip HLOD)
6 Days Ago
Merge from main
6 Days Ago
Update
6 Days Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
6 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
6 Days Ago
update deep_sea/portals
6 Days Ago
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6 Days Ago
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7 Days Ago
Commit .meta files for floating walkways too
7 Days Ago
Delete `private.0.meta` file that keeps popping up in plastic
7 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
7 Days Ago
move vclouds under graphics settings and part of graphics presets, default convar on
7 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)
7 Days Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
7 Days Ago
merge query vis job runner NRE fix to main
7 Days Ago
Fix NRE in query vis job runner.
7 Days Ago
Merge from open_your_eyes
7 Days Ago
Fix issue where character eyes could remain closed.
7 Days Ago
Chandelier - removed bulbs from worldmodel
7 Days Ago
fix mannequin placement collider too low
7 Days Ago
Regenerate "ResetStaticFields" for DeepSeaManager
7 Days Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
7 Days Ago
tweaked mannequin guidemesh
7 Days Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
7 Days Ago
security tower update
7 Days Ago
security tower update
7 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
7 Days Ago
merge from naval_update/deep_sea
7 Days Ago
hooked up chandelier gibs
7 Days Ago
Anim and entity updates for melee content
7 Days Ago
Very simple, half working obstacle avoidance
7 Days Ago
viewmodel chainsword animation edits
7 Days Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
7 Days Ago
merge from ghostship again