125,440 Commits over 4,171 Days - 1.25cph!

20 Days Ago
Commit .meta files for floating walkways too
20 Days Ago
Delete `private.0.meta` file that keeps popping up in plastic
20 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
20 Days Ago
move vclouds under graphics settings and part of graphics presets, default convar on
20 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)
20 Days Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
20 Days Ago
merge query vis job runner NRE fix to main
20 Days Ago
Fix NRE in query vis job runner.
20 Days Ago
Merge from open_your_eyes
20 Days Ago
Fix issue where character eyes could remain closed.
20 Days Ago
Chandelier - removed bulbs from worldmodel
20 Days Ago
fix mannequin placement collider too low
20 Days Ago
Regenerate "ResetStaticFields" for DeepSeaManager
20 Days Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
20 Days Ago
tweaked mannequin guidemesh
20 Days Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
20 Days Ago
security tower update
20 Days Ago
security tower update
20 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
20 Days Ago
merge from naval_update/deep_sea
20 Days Ago
hooked up chandelier gibs
20 Days Ago
Anim and entity updates for melee content
20 Days Ago
Very simple, half working obstacle avoidance
20 Days Ago
viewmodel chainsword animation edits
20 Days Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
20 Days Ago
merge from ghostship again
20 Days Ago
merge from naval_update
20 Days Ago
merge from naval_update/ghost_ships
20 Days Ago
hooked up guide mesh on mannequin again
20 Days Ago
mannequin icon, added dlc pack dependency, added guidemesh
20 Days Ago
manual fix staticfields errors
20 Days Ago
Change mannequin inventory panel to look and work like a Locker
20 Days Ago
Chandelier - Added static worldmodel prefab
20 Days Ago
Ceiling fluorescent light deploy guide
20 Days Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
20 Days Ago
█▍▆▌ ▋▋▊▋█▄▄▊
20 Days Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
21 Days Ago
Add classic boat wandering state
21 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
21 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
21 Days Ago
naval_update -> scientist_boat_ai
21 Days Ago
main -> naval_update
21 Days Ago
workshop_loading_screen_fix -> main
21 Days Ago
Fixed bug allowing the info header to still stick around
21 Days Ago
Fix loading into workshop scene showing incorrect server information
21 Days Ago
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed