reporust_rebootcancel

144,228 Commits over 4,444 Days - 1.35cph!

9 Months Ago
Add debug commands to test pathing and sampling
9 Months Ago
Merge shader changes for indirect instancing (which should also fix the issues introduced by material changes)
9 Months Ago
text clarity: For new users clarifying that the player must talk to the survivor (it is not a proximity trigger). Unlike other missions the player doesn't initate it by talking to the mission-giver so there is an edge case they will not know they can/must interact/talk.
9 Months Ago
Fix shader issues properly by adding _SecondaryDetail_Color to the instanced properties.
9 Months Ago
Cherry-pick reverting old shader changes to instancing
9 Months Ago
bug fix: wrong inventory button was shown in tutorial message.
9 Months Ago
rhib_scientist -> naval_update
9 Months Ago
Turn off RHIB map if in Hardcore
9 Months Ago
bug fix: typo in Battlefield description
9 Months Ago
scientist_rhib -> naval_update
9 Months Ago
Small map screen changes Ensure RHIB population still works
9 Months Ago
naval_update -> scientist_rhib
9 Months Ago
Working mesh terrain setup
9 Months Ago
Merge: from main
10 Months Ago
Make sure LODGrid grid is large enough for the deep sea Added lodgrid.debug command to draw the cells
10 Months Ago
Codegen
10 Months Ago
team_bag_label_improvements -> main
10 Months Ago
Reduced popup scale a wee bit
10 Months Ago
Added convar for bag team labels sleepingbag.useteamlabels Hardcore turns it off by default
10 Months Ago
main -> naval_update
10 Months Ago
Added a command to spawn a stripped down version of the tutorial island in the deep sea
10 Months Ago
integrated_protobufs -> main
10 Months Ago
Minor colour changes
10 Months Ago
Updated table lamp icon
10 Months Ago
Fixed bean bag worldmodel being the deployed version
10 Months Ago
Updated table lamp volumes to match the new scale
10 Months Ago
Fixed spotlight worldmodel and repair
10 Months Ago
Full phrase update
10 Months Ago
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10 Months Ago
Rebase on /main
10 Months Ago
Remove dead code and other cleanups from the code review
10 Months Ago
Merge from pickup_toast_translation_fix
10 Months Ago
Rebuild phrases
10 Months Ago
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10 Months Ago
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10 Months Ago
Fix entities offshore, add test game objects for now to test spawnpoints
10 Months Ago
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
10 Months Ago
- fix colliders not being spawned at correct positions - fix entity bounds not matching up with the intented bounds - correct ValidBounds size Add admin commands for testing - enterdeepsea - leavedeepsea - createdeepsea (respawns the deep sea entity, not "gracefully recreate it")
10 Months Ago
Prevent players from accidently ent killing important entities (like the deep seas)
10 Months Ago
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
10 Months Ago
Get rid of the extra prefab for the "deep sea", instead put everything inside the DeepSea entity - spawn it at 0,0,0 then teleport it to -6000
10 Months Ago
Snap displacement cam to map texel increments to avoid jittering issues Use flags for SpecialPurposeCamera for multiple render on refresh options Timesliced rendering option for multi viewport renders
10 Months Ago
Fix translations for pickup error toast messages
10 Months Ago
Deleted old proto folder Protobufs now reference the one inside the game assets
10 Months Ago
Run generate proto logic in a try catch so the progress bar cant freeze in place if it fails
10 Months Ago
Increase network grid area from 8192 -> 16384 so it covers from -8k to +8k - increase cell count to 512 so network grids remain 32m
10 Months Ago
Deep sea is located from -8000 -> -4000 on the map - add 4k area to xAxis of ValidBounds (-4000 -> 4000) into (-8000 -> 4000) - add 4k area to xAxis of physics bounds (-5000 -> 5000) into (-9000 -> 5000)
10 Months Ago
Update manifest
10 Months Ago
Create deep sea manager entity - spawn as an important entity - create center of map so we don't have to worry about bounds Create basic deep sea prefab that contains box colliders around the ocean - entity will spawn the "deep sea" prefab
10 Months Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)