202,782 Commits over 4,202 Days - 2.01cph!

13 Days Ago
Rebuild phrases
13 Days Ago
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13 Days Ago
Fix entities offshore, add test game objects for now to test spawnpoints
13 Days Ago
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
13 Days 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")
13 Days Ago
Prevent players from accidently ent killing important entities (like the deep seas)
13 Days Ago
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
13 Days 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
13 Days Ago
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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
14 Days Ago
Fix translations for pickup error toast messages
14 Days Ago
Deleted old proto folder Protobufs now reference the one inside the game assets
14 Days Ago
Run generate proto logic in a try catch so the progress bar cant freeze in place if it fails
14 Days 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
14 Days 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)
14 Days Ago
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14 Days Ago
Update manifest
14 Days 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
14 Days Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
14 Days Ago
Refactor server restart message phrases
14 Days Ago
Compile fixes
14 Days Ago
Code gen compile fix following main rebase
14 Days Ago
merge from main
14 Days Ago
Updated ceiling light deploy guide to include its wire, enabled rotation before placement
14 Days Ago
Tweaked chandelier box trace so it can't go too close to the surface below Tweaked deploy volume
14 Days Ago
Fixed string light control box LODs
14 Days Ago
Updated string lights descriptions
14 Days Ago
Restored fairy light emissive
14 Days Ago
Chandelier deploy guide and icon Fixed pooling issue
14 Days Ago
Chandelier cable is swapped to a non cutout mat when >5m away
14 Days Ago
Chandelier blocked toast says what entity is blocking, when it can Added a prevent building collider to the cable Additional server checks
14 Days Ago
🎉 Successfully generating accepted protobufs in editor
14 Days Ago
Generate into the data plugin folder as normal
14 Days Ago
Add into codegen Seperate generation code into its old assembly
14 Days Ago
Added support for Deferred Decal rendering in the new render pipeline
14 Days Ago
merge from cctv_helper_convars --> main
14 Days Ago
Codegen after merge conflicts
14 Days Ago
Chandelier interpolation, chains and pedal animations
14 Days Ago
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14 Days Ago
merge from main
14 Days Ago
merge from fix_light_dynamic_lods --> main
14 Days Ago
merge from minicopter_damagefx --> main
14 Days Ago
Shader changes for indirect instancing (changes which are likely not required)