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130,688 Commits over 4,171 Days - 1.31cph!

13 Days Ago
bug fix: wrong inventory button was shown in tutorial message.
13 Days Ago
rhib_scientist -> naval_update
13 Days Ago
Turn off RHIB map if in Hardcore
13 Days Ago
bug fix: typo in Battlefield description
13 Days Ago
scientist_rhib -> naval_update
13 Days Ago
Small map screen changes Ensure RHIB population still works
13 Days Ago
naval_update -> scientist_rhib
13 Days Ago
Working mesh terrain setup
13 Days Ago
Merge: from main
13 Days Ago
Make sure LODGrid grid is large enough for the deep sea Added lodgrid.debug command to draw the cells
13 Days Ago
Codegen
13 Days Ago
team_bag_label_improvements -> main
13 Days Ago
Reduced popup scale a wee bit
13 Days Ago
Added convar for bag team labels sleepingbag.useteamlabels Hardcore turns it off by default
13 Days Ago
main -> naval_update
13 Days Ago
Added a command to spawn a stripped down version of the tutorial island in the deep sea
13 Days Ago
integrated_protobufs -> main
13 Days Ago
Minor colour changes
13 Days Ago
Updated table lamp icon
13 Days Ago
Fixed bean bag worldmodel being the deployed version
13 Days Ago
Updated table lamp volumes to match the new scale
13 Days Ago
Fixed spotlight worldmodel and repair
13 Days Ago
Full phrase update
13 Days Ago
Rebase on /main
13 Days Ago
Remove dead code and other cleanups from the code review
13 Days Ago
Merge from pickup_toast_translation_fix
13 Days Ago
Rebuild phrases
13 Days Ago
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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
13 Days Ago
13 Days Ago
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