128,937 Commits over 4,232 Days - 1.27cph!
    
    
    
        
        
            
            
            
                
                Re-enable vine trees
added icelake
altered iceberg
 
                
                
                
                
                
             
         
        
            
            
            
                
                Cabinet casts a cookie'd spotlight forward.
+ Related files.
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Can drive in between obstacles better
Left side preference seems to be the way to go
Increase distance awareness
 
                
                
                
                
                
             
         
        
            
            
            
                
                Better avoidance model
Rather than appending left,right,left,right directions append all left centre then right
When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left
Flip steering direction (was steering left when meant to be right)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added different triggers, NPCs, Static vendirng machines
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from foliage_displacement_improvements
 
                
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Run scene2prefab (skip HLOD)
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Handle references to any component instead of just transforms, just to be safe
Fix DungeonGridInfo NRE because DungeonVolume is no longer a child after flattening
Fix animators breaking after S2P flattening
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
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                Commit .meta files for floating walkways too
 
                
                
                
                
                
             
         
        
            
            
            
                
                Delete `private.0.meta` file that keeps popping up in plastic
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                move vclouds under graphics settings and part of graphics presets, default convar on
 
                
                
                
                
                
             
         
        
            
            
            
                
                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)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add method to find next waypoint on path in c#, will not use detour crowd for now
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge query vis job runner NRE fix to main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix NRE in query vis job runner.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from open_your_eyes
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix issue where character eyes could remain closed.
 
                
                
                
                
                
             
         
        
            
            
            
                
                Chandelier - removed bulbs from worldmodel
 
                
                
                
                
                
             
         
        
            
            
            
                
                fix mannequin placement collider too low
 
                
                
                
                
                
             
         
        
            
            
            
                
                Regenerate "ResetStaticFields" for DeepSeaManager
 
                
                
                
                
                
             
         
        
            
            
            
                
                Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
 
                
                
                
                
                
             
         
        
            
            
            
                
                tweaked mannequin guidemesh
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed ID fuckery causing overbright bulbs.
Made the hanging bulb wire less emissive.
 
                
                
                
                
                
             
         
        
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from naval_update/deep_sea
 
                
                
                
                
                
             
         
        
            
            
            
                
                hooked up chandelier gibs
 
                
                
                
                
                
             
         
        
            
            
            
                
                Anim and entity updates for melee content
 
                
                
                
                
                
             
         
        
            
            
            
                
                Very simple, half working obstacle avoidance
 
                
                
                
                
                
             
         
        
            
            
            
                
                viewmodel chainsword animation edits
 
                
                
                
                
                
             
         
        
            
            
            
                
                Remove placeholder ghostship_basic from ProceduralMapEmpty
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from ghostship again
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                merge from naval_update/ghost_ships
 
                
                
                
                
                
             
         
        
            
            
            
                
                hooked up guide mesh on mannequin again
 
                
                
                
                
                
             
         
        
            
            
            
                
                mannequin icon, added dlc pack dependency, added guidemesh