130,449 Commits over 4,232 Days - 1.28cph!

Rin
2 Months Ago
merge from main
2 Months Ago
Merge from s2p_flatten
2 Months Ago
Run scene2prefab (skip HLOD)
2 Months Ago
Merge from main
2 Months Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
2 Months Ago
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
2 Months Ago
update deep_sea/portals
2 Months Ago
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2 Months Ago
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2 Months Ago
Commit .meta files for floating walkways too
2 Months Ago
Delete `private.0.meta` file that keeps popping up in plastic
2 Months 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
2 Months Ago
move vclouds under graphics settings and part of graphics presets, default convar on
2 Months 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)
2 Months Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
2 Months Ago
merge query vis job runner NRE fix to main
2 Months Ago
Fix NRE in query vis job runner.
2 Months Ago
Merge from open_your_eyes
2 Months Ago
Fix issue where character eyes could remain closed.
2 Months Ago
Chandelier - removed bulbs from worldmodel
2 Months Ago
fix mannequin placement collider too low
2 Months Ago
Regenerate "ResetStaticFields" for DeepSeaManager
2 Months Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
2 Months Ago
tweaked mannequin guidemesh
2 Months Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
2 Months Ago
security tower update
2 Months Ago
security tower update
2 Months 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
2 Months Ago
merge from naval_update/deep_sea
2 Months Ago
hooked up chandelier gibs
2 Months Ago
Anim and entity updates for melee content
2 Months Ago
Very simple, half working obstacle avoidance
2 Months Ago
viewmodel chainsword animation edits
2 Months Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
2 Months Ago
merge from ghostship again
2 Months Ago
merge from naval_update
2 Months Ago
merge from naval_update/ghost_ships
2 Months Ago
hooked up guide mesh on mannequin again
2 Months Ago
mannequin icon, added dlc pack dependency, added guidemesh
2 Months Ago
manual fix staticfields errors
2 Months Ago
Change mannequin inventory panel to look and work like a Locker
2 Months Ago
Chandelier - Added static worldmodel prefab
2 Months Ago
Ceiling fluorescent light deploy guide
2 Months Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
2 Months Ago
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2 Months Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item