reporust_rebootcancel

138,825 Commits over 4,505 Days - 1.28cph!

1 Year Ago
Fix shader issues properly by adding _SecondaryDetail_Color to the instanced properties.
1 Year Ago
Cherry-pick reverting old shader changes to instancing
1 Year Ago
bug fix: wrong inventory button was shown in tutorial message.
1 Year Ago
rhib_scientist -> naval_update
1 Year Ago
Turn off RHIB map if in Hardcore
1 Year Ago
bug fix: typo in Battlefield description
1 Year Ago
scientist_rhib -> naval_update
1 Year Ago
Small map screen changes Ensure RHIB population still works
1 Year Ago
naval_update -> scientist_rhib
1 Year Ago
Working mesh terrain setup
1 Year Ago
Merge: from main
1 Year Ago
Make sure LODGrid grid is large enough for the deep sea Added lodgrid.debug command to draw the cells
1 Year Ago
Codegen
1 Year Ago
team_bag_label_improvements -> main
1 Year Ago
Reduced popup scale a wee bit
1 Year Ago
Added convar for bag team labels sleepingbag.useteamlabels Hardcore turns it off by default
1 Year Ago
main -> naval_update
1 Year Ago
Added a command to spawn a stripped down version of the tutorial island in the deep sea
1 Year Ago
integrated_protobufs -> main
1 Year Ago
Minor colour changes
1 Year Ago
Updated table lamp icon
1 Year Ago
Fixed bean bag worldmodel being the deployed version
1 Year Ago
Updated table lamp volumes to match the new scale
1 Year Ago
Fixed spotlight worldmodel and repair
1 Year Ago
Full phrase update
1 Year Ago
Rebase on /main
1 Year Ago
Remove dead code and other cleanups from the code review
1 Year Ago
Merge from pickup_toast_translation_fix
1 Year Ago
Rebuild phrases
1 Year Ago
Fix entities offshore, add test game objects for now to test spawnpoints
1 Year Ago
Temp fix for ValidBounds still ignoring everything outside of the terrain by adding a check for deep ocean bounds
1 Year 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")
1 Year Ago
Prevent players from accidently ent killing important entities (like the deep seas)
1 Year Ago
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
1 Year 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
1 Year 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
1 Year Ago
Fix translations for pickup error toast messages
1 Year Ago
Deleted old proto folder Protobufs now reference the one inside the game assets
1 Year Ago
Run generate proto logic in a try catch so the progress bar cant freeze in place if it fails
1 Year 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
1 Year 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)
1 Year Ago
Update manifest
1 Year 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
1 Year Ago
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
1 Year Ago
Refactor server restart message phrases
1 Year Ago
Compile fixes
1 Year Ago
Code gen compile fix following main rebase
1 Year Ago
merge from main
1 Year Ago
Updated ceiling light deploy guide to include its wire, enabled rotation before placement
1 Year Ago
Tweaked chandelier box trace so it can't go too close to the surface below Tweaked deploy volume