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138,809 Commits over 4,505 Days - 1.28cph!

12 Months Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
12 Months Ago
Better avoidance model Rather than appending left,right,left,right directions append all left centre then right When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left Flip steering direction (was steering left when meant to be right)
Rin
12 Months Ago
Added different triggers, NPCs, Static vendirng machines
12 Months Ago
Merge from foliage_displacement_improvements
12 Months Ago
Merge from main
Rin
12 Months Ago
merge from main
1 Year Ago
Merge from s2p_flatten
1 Year Ago
Run scene2prefab (skip HLOD)
1 Year Ago
Merge from main
1 Year Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
1 Year 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
1 Year Ago
update deep_sea/portals
1 Year Ago
Commit .meta files for floating walkways too
1 Year Ago
Delete `private.0.meta` file that keeps popping up in plastic
1 Year 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
1 Year Ago
move vclouds under graphics settings and part of graphics presets, default convar on
1 Year 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)
1 Year Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
1 Year Ago
merge query vis job runner NRE fix to main
1 Year Ago
Fix NRE in query vis job runner.
1 Year Ago
Merge from open_your_eyes
1 Year Ago
Fix issue where character eyes could remain closed.
1 Year Ago
Chandelier - removed bulbs from worldmodel
1 Year Ago
fix mannequin placement collider too low
1 Year Ago
Regenerate "ResetStaticFields" for DeepSeaManager
1 Year Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
1 Year Ago
tweaked mannequin guidemesh
1 Year Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
1 Year Ago
security tower update
1 Year Ago
security tower update
1 Year 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
1 Year Ago
merge from naval_update/deep_sea
1 Year Ago
hooked up chandelier gibs
1 Year Ago
Anim and entity updates for melee content
1 Year Ago
Very simple, half working obstacle avoidance
1 Year Ago
viewmodel chainsword animation edits
1 Year Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
1 Year Ago
merge from ghostship again
1 Year Ago
merge from naval_update
1 Year Ago
merge from naval_update/ghost_ships
1 Year Ago
hooked up guide mesh on mannequin again
1 Year Ago
mannequin icon, added dlc pack dependency, added guidemesh
1 Year Ago
manual fix staticfields errors
1 Year Ago
Change mannequin inventory panel to look and work like a Locker
1 Year Ago
Chandelier - Added static worldmodel prefab
1 Year Ago
Ceiling fluorescent light deploy guide
1 Year Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
1 Year Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
1 Year Ago
Add classic boat wandering state
1 Year 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