202,618 Commits over 4,171 Days - 2.02cph!

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
7 Days Ago
merge from naval_update
7 Days Ago
merge from naval_update/ghost_ships
7 Days Ago
hooked up guide mesh on mannequin again
7 Days Ago
mannequin icon, added dlc pack dependency, added guidemesh
7 Days Ago
manual fix staticfields errors
7 Days Ago
Change mannequin inventory panel to look and work like a Locker
7 Days Ago
Chandelier - Added static worldmodel prefab
7 Days Ago
Ceiling fluorescent light deploy guide
7 Days Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
7 Days Ago
█▍▆▌ ▋▋▊▋█▄▄▊
7 Days Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
7 Days Ago
Add classic boat wandering state
7 Days Ago
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
7 Days Ago
backfaced fluorescent light mount so works with worldmodel prefab, made world model prefab for fluorescent ceiling and wall lights, fixed light being on by default
7 Days Ago
naval_update -> scientist_boat_ai
7 Days Ago
main -> naval_update
7 Days Ago
workshop_loading_screen_fix -> main
7 Days Ago
Fixed bug allowing the info header to still stick around
7 Days Ago
Fix loading into workshop scene showing incorrect server information
7 Days Ago
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed