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137,871 Commits over 4,505 Days - 1.28cph!

12 Months Ago
Turn off RHIB map if in Hardcore
12 Months Ago
bug fix: typo in Battlefield description
12 Months Ago
scientist_rhib -> naval_update
12 Months Ago
Small map screen changes Ensure RHIB population still works
12 Months Ago
naval_update -> scientist_rhib
12 Months Ago
Working mesh terrain setup
12 Months Ago
Merge: from main
12 Months Ago
Make sure LODGrid grid is large enough for the deep sea Added lodgrid.debug command to draw the cells
12 Months Ago
Codegen
12 Months Ago
team_bag_label_improvements -> main
12 Months Ago
Reduced popup scale a wee bit
12 Months Ago
Added convar for bag team labels sleepingbag.useteamlabels Hardcore turns it off by default
12 Months Ago
main -> naval_update
12 Months Ago
Added a command to spawn a stripped down version of the tutorial island in the deep sea
12 Months Ago
integrated_protobufs -> main
12 Months Ago
Minor colour changes
12 Months Ago
Updated table lamp icon
12 Months Ago
Fixed bean bag worldmodel being the deployed version
12 Months Ago
Updated table lamp volumes to match the new scale
12 Months Ago
Fixed spotlight worldmodel and repair
12 Months Ago
Full phrase update
12 Months Ago
Rebase on /main
12 Months Ago
Remove dead code and other cleanups from the code review
12 Months Ago
Merge from pickup_toast_translation_fix
12 Months Ago
Rebuild phrases
12 Months Ago
Fix entities offshore, add test game objects for now to test spawnpoints
12 Months Ago
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
12 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")
12 Months Ago
Prevent players from accidently ent killing important entities (like the deep seas)
12 Months Ago
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
12 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
12 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
12 Months Ago
Fix translations for pickup error toast messages
12 Months Ago
Deleted old proto folder Protobufs now reference the one inside the game assets
12 Months Ago
Run generate proto logic in a try catch so the progress bar cant freeze in place if it fails
12 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
12 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)
12 Months Ago
Update manifest
12 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
12 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.)
12 Months Ago
Refactor server restart message phrases
12 Months Ago
Compile fixes
12 Months Ago
Code gen compile fix following main rebase
12 Months Ago
merge from main
12 Months Ago
Updated ceiling light deploy guide to include its wire, enabled rotation before placement
12 Months Ago
Tweaked chandelier box trace so it can't go too close to the surface below Tweaked deploy volume
12 Months Ago
Fixed string light control box LODs
12 Months Ago
Updated string lights descriptions
12 Months Ago
Restored fairy light emissive
12 Months Ago
Chandelier deploy guide and icon Fixed pooling issue