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123,540 Commits over 4,171 Days - 1.23cph!

14 Days Ago
Removed LightOccludee on chandelier lights, not supported on dynamic lights
14 Days Ago
Changed chandelier protection
14 Days Ago
Bugfix: UsePlayerUpdateJobs 1/2 - use correct indices when filtering out disconnected players - Added a unit test to validate BasePlayer.FilterInvalidPlayers works correctly Tests: ran new unit test
14 Days Ago
Ceiling light and ceiling fluorescent light use the same max deploy angle and deploy layers
14 Days Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
14 Days Ago
Added farm sign to farm kiosk
14 Days Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
14 Days Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
14 Days Ago
merge from decor_lighting_dlc
14 Days Ago
merge from main
14 Days Ago
Fixed chandelier bounds issue preventing wiring
14 Days Ago
Added a game tip explaining you can adjust the spotlight rotation using a hammer
14 Days Ago
merge from buried_item_null_checks
14 Days Ago
Add null checks for buried item creation.
14 Days Ago
Anim update for sks and l96
14 Days Ago
Rebase on /main
14 Days Ago
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
14 Days Ago
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
14 Days Ago
Merge from foliage_instancing
14 Days Ago
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
14 Days Ago
merge from pilot_hazmat_dlc
14 Days Ago
Deleted pilot hazmat cinematic folder
14 Days Ago
Merged from parent
14 Days Ago
Rebase on /main
Rin
14 Days Ago
Added small power substation
14 Days Ago
Create separate materials for foliage placements/instancing
14 Days Ago
More splat set stuff.
14 Days Ago
Progress
15 Days Ago
Merge from main
15 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
15 Days Ago
update deep_sea/portals
15 Days Ago
Include all the other prefabs updated when generating manifest
15 Days Ago
Update manifest
15 Days Ago
Fix compile errors
15 Days Ago
Update protobuf
15 Days Ago
Commit AK FBX that keeps being reserialized
15 Days Ago
merge from deep_sea/portals -> deep_sea
15 Days Ago
Codegen
15 Days Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
15 Days Ago
Codegen after merge
15 Days Ago
Merge from s2p_flatten
15 Days Ago
Run scene2prefab (skip HLOD)
15 Days Ago
merge from naval_update -> deep_sea
15 Days Ago
merge from main -> naval_update
15 Days Ago
Fix train tunnel entrances not linking up properly
15 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