202,638 Commits over 4,171 Days - 2.02cph!
Fixed spotlight worldmodel and repair
Remove dead code and other cleanups from the code review
Merge from pickup_toast_translation_fix
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Fix entities offshore, add test game objects for now to test spawnpoints
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
- 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")
Prevent players from accidently ent killing important entities (like the deep seas)
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
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
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
Fix translations for pickup error toast messages
Deleted old proto folder
Protobufs now reference the one inside the game assets
Run generate proto logic in a try catch so the progress bar cant freeze in place if it fails
Increase network grid area from 8192 ->
16384 so it covers from -8k to +8k
- increase cell count to 512 so network grids remain 32m
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)
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
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
Refactor server restart message phrases
Code gen compile fix following main rebase
Updated ceiling light deploy guide to include its wire, enabled rotation before placement
Tweaked chandelier box trace so it can't go too close to the surface below
Tweaked deploy volume
Fixed string light control box LODs
Updated string lights descriptions
Restored fairy light emissive
Chandelier deploy guide and icon
Fixed pooling issue
Chandelier cable is swapped to a non cutout mat when >5m away
Chandelier blocked toast says what entity is blocking, when it can
Added a prevent building collider to the cable
Additional server checks
🎉 Successfully generating accepted protobufs in editor
Generate into the data plugin folder as normal
Add into codegen
Seperate generation code into its old assembly
Added support for Deferred Decal rendering in the new render pipeline
merge from cctv_helper_convars --> main
Codegen after merge conflicts
Chandelier interpolation, chains and pedal animations
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