reporust_rebootcancel

135,499 Commits over 4,474 Days - 1.26cph!

11 Months Ago
Rebase on /main
11 Months Ago
Remove dead code and other cleanups from the code review
11 Months Ago
Merge from pickup_toast_translation_fix
11 Months Ago
Rebuild phrases
11 Months Ago
Fix entities offshore, add test game objects for now to test spawnpoints
11 Months Ago
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
11 Months 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")
11 Months Ago
Prevent players from accidently ent killing important entities (like the deep seas)
11 Months Ago
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
11 Months 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
11 Months 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
11 Months Ago
Fix translations for pickup error toast messages
11 Months Ago
Deleted old proto folder Protobufs now reference the one inside the game assets
11 Months Ago
Run generate proto logic in a try catch so the progress bar cant freeze in place if it fails
11 Months 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
11 Months 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)
11 Months Ago
Update manifest
11 Months 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
11 Months Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
11 Months Ago
Refactor server restart message phrases
11 Months Ago
Compile fixes
11 Months Ago
Code gen compile fix following main rebase
11 Months Ago
merge from main
11 Months Ago
Updated ceiling light deploy guide to include its wire, enabled rotation before placement
11 Months Ago
Tweaked chandelier box trace so it can't go too close to the surface below Tweaked deploy volume
11 Months Ago
Fixed string light control box LODs
11 Months Ago
Updated string lights descriptions
11 Months Ago
Restored fairy light emissive
11 Months Ago
Chandelier deploy guide and icon Fixed pooling issue
11 Months Ago
Chandelier cable is swapped to a non cutout mat when >5m away
11 Months Ago
Chandelier blocked toast says what entity is blocking, when it can Added a prevent building collider to the cable Additional server checks
11 Months Ago
🎉 Successfully generating accepted protobufs in editor
11 Months Ago
Generate into the data plugin folder as normal
11 Months Ago
Add into codegen Seperate generation code into its old assembly
11 Months Ago
Added support for Deferred Decal rendering in the new render pipeline
11 Months Ago
merge from cctv_helper_convars --> main
11 Months Ago
Codegen after merge conflicts
11 Months Ago
Chandelier interpolation, chains and pedal animations
11 Months Ago
merge from main
11 Months Ago
merge from fix_light_dynamic_lods --> main
11 Months Ago
merge from minicopter_damagefx --> main
11 Months Ago
Shader changes for indirect instancing (changes which are likely not required)
11 Months Ago
Shader changes for indirect instancing (supported shaders)
11 Months Ago
Shader changes for indirect instancing (include files)
11 Months Ago
team_bag_labels -> main
11 Months Ago
Another NRE that could've snuck in
11 Months Ago
Remove old unused LOD fading variant
11 Months Ago
Clean up instancing shader code and remove old instancing code
11 Months Ago
Extra NRE safety check
11 Months Ago
Rebase on /main