202,570 Commits over 4,171 Days - 2.02cph!

3 Days Ago
Merge from foliage_instancing
3 Days Ago
Create separate materials for foliage placements/instancing
3 Days Ago
More splat set stuff.
3 Days Ago
Progress
3 Days Ago
Merge from main
3 Days Ago
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
3 Days Ago
update deep_sea/portals
3 Days Ago
Include all the other prefabs updated when generating manifest
3 Days Ago
Update manifest
3 Days Ago
Fix compile errors
3 Days Ago
Update protobuf
3 Days Ago
Commit AK FBX that keeps being reserialized
3 Days Ago
merge from deep_sea/portals -> deep_sea
3 Days Ago
Codegen
3 Days Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
3 Days Ago
Codegen after merge
3 Days Ago
Merge from s2p_flatten
3 Days Ago
Run scene2prefab (skip HLOD)
3 Days Ago
merge from naval_update -> deep_sea
3 Days Ago
merge from main -> naval_update
3 Days Ago
Fix train tunnel entrances not linking up properly
3 Days Ago
Bunch of work to get the portals working - entering the portal as a player or as a vehicle will instantly teleport the the opposite side - portals are spawned at runtime and sized to the size of the island - portals can be spawned at any of the 4 cardinal directions of the island - for testing leave the island from the north side and enter the deep sea on the south - will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing) - teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects) - refactor the name of some code to make it nicer - portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar - fix PointEntity<T> not intializating the singleton instances as soon as possible
3 Days Ago
Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped
3 Days Ago
merge static field reset code gen improvements back to main.
3 Days Ago
adjust xl picture frame placement bounds (can now place in triangle wall corner)
3 Days Ago
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
3 Days Ago
Remove extra newlines from "##### CTexture couldn't find" warning * The warning is Linux only Added 2 new optional args to mesh.TexCoord * mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional. Fixed edict exhaustion prevention affecting nextbot players Fixed some usages of HL2_DLL clientside * TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error) * mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before. * Prevents game hang, hopefully without side effects Fixed a crash with clientside ropes on props Basic implementation of clientside ragdoll gibs Prevent crash to do with CSpatialPartition invalid handles Prevent "bone write access" warnings with ClientsideRagdoll()
3 Days Ago
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
3 Days Ago
Remove testing model for collider placement from mannequin
3 Days Ago
Progress & terrain files.
3 Days Ago
merge from vclouds_default_enable
3 Days Ago
Change portal GUID since it somehow conflicts with the island prefab GUID
3 Days Ago
PT Boat progress
3 Days Ago
gunshot_network_range_improvements -> main
3 Days Ago
Remove logs
3 Days Ago
Bolty and l96 can be heard from up to 700~ meters away Max before was around 350
3 Days Ago
Fixed breakdown button loc
3 Days Ago
Fixed boots being in the wrong order in the skin viewer
3 Days Ago
merge from skinviewer_boots_fix
3 Days Ago
Tilesets.
3 Days Ago
decor_lighting_dlc -> main
3 Days Ago
syncvar_load_fix -> decor_lighting_dlc
3 Days Ago
Fix some syncvars not loading in properly
3 Days Ago
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3 Days Ago
merge from decor_lighting_dlc
3 Days Ago
Fixed bulb string lights and fairy lights not working in builds
3 Days Ago
Allow placement of ceilling lights on rocks
3 Days Ago
Add parrelsync so i dont need to redownload the rust project to have two editors
3 Days Ago
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