126,044 Commits over 4,171 Days - 1.26cph!

26 Days 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
27 Days Ago
update deep_sea/portals
27 Days Ago
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27 Days Ago
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27 Days Ago
Commit .meta files for floating walkways too
27 Days Ago
Delete `private.0.meta` file that keeps popping up in plastic
27 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
27 Days Ago
move vclouds under graphics settings and part of graphics presets, default convar on
27 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)
27 Days Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
27 Days Ago
merge query vis job runner NRE fix to main
27 Days Ago
Fix NRE in query vis job runner.
27 Days Ago
Merge from open_your_eyes
27 Days Ago
Fix issue where character eyes could remain closed.
27 Days Ago
Chandelier - removed bulbs from worldmodel
27 Days Ago
fix mannequin placement collider too low
27 Days Ago
Regenerate "ResetStaticFields" for DeepSeaManager
27 Days Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
27 Days Ago
tweaked mannequin guidemesh
27 Days Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
27 Days Ago
security tower update
27 Days Ago
security tower update
27 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
27 Days Ago
merge from naval_update/deep_sea
27 Days Ago
hooked up chandelier gibs
27 Days Ago
Anim and entity updates for melee content
27 Days Ago
Very simple, half working obstacle avoidance
27 Days Ago
viewmodel chainsword animation edits
27 Days Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
27 Days Ago
merge from ghostship again
27 Days Ago
merge from naval_update
27 Days Ago
merge from naval_update/ghost_ships
27 Days Ago
hooked up guide mesh on mannequin again
27 Days Ago
mannequin icon, added dlc pack dependency, added guidemesh
27 Days Ago
manual fix staticfields errors
27 Days Ago
Change mannequin inventory panel to look and work like a Locker
27 Days Ago
Chandelier - Added static worldmodel prefab
27 Days Ago
Ceiling fluorescent light deploy guide
27 Days Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
27 Days Ago
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27 Days Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
27 Days Ago
Add classic boat wandering state
27 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
27 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
27 Days Ago
naval_update -> scientist_boat_ai
27 Days Ago
main -> naval_update