reporust_rebootcancel

130,460 Commits over 4,140 Days - 1.31cph!

2 Days Ago
Anim update for sks and l96
2 Days Ago
Rebase on /main
2 Days Ago
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
2 Days Ago
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
2 Days Ago
Merge from foliage_instancing
2 Days Ago
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
2 Days Ago
merge from pilot_hazmat_dlc
2 Days Ago
Deleted pilot hazmat cinematic folder
2 Days Ago
Merged from parent
2 Days Ago
Rebase on /main
Rin
2 Days Ago
Added small power substation
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
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
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