202,062 Commits over 4,171 Days - 2.02cph!

17 Minutes Ago
merge query vis job runner NRE fix to main
18 Minutes Ago
Fix NRE in query vis job runner.
19 Minutes Ago
Merge from open_your_eyes
20 Minutes Ago
Fix issue where character eyes could remain closed.
26 Minutes Ago
Chandelier - removed bulbs from worldmodel
28 Minutes Ago
fix mannequin placement collider too low
1 Hour Ago
Regenerate "ResetStaticFields" for DeepSeaManager
1 Hour Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
1 Hour Ago
tweaked mannequin guidemesh
1 Hour Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
2 Hours Ago
security tower update
2 Hours Ago
security tower update
2 Hours 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
2 Hours Ago
merge from naval_update/deep_sea
2 Hours Ago
hooked up chandelier gibs
2 Hours Ago
Anim and entity updates for melee content
2 Hours Ago
Very simple, half working obstacle avoidance
3 Hours Ago
viewmodel chainsword animation edits
3 Hours Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
3 Hours Ago
merge from ghostship again
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from naval_update/ghost_ships
3 Hours Ago
hooked up guide mesh on mannequin again
3 Hours Ago
mannequin icon, added dlc pack dependency, added guidemesh
3 Hours Ago
manual fix staticfields errors
3 Hours Ago
Change mannequin inventory panel to look and work like a Locker
3 Hours Ago
Chandelier - Added static worldmodel prefab
4 Hours Ago
Ceiling fluorescent light deploy guide
4 Hours Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
5 Hours Ago
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5 Hours Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
5 Hours Ago
Add classic boat wandering state
5 Hours 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
5 Hours Ago
backfaced fluorescent light mount so works with worldmodel prefab, made world model prefab for fluorescent ceiling and wall lights, fixed light being on by default
6 Hours Ago
naval_update -> scientist_boat_ai
6 Hours Ago
main -> naval_update
6 Hours Ago
workshop_loading_screen_fix -> main
6 Hours Ago
Fixed bug allowing the info header to still stick around
6 Hours Ago
Fix loading into workshop scene showing incorrect server information
Today
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed
Today
table lamp world model fluorescent light world model, set up lod distances, fixed emissive being on by default
Today
Bigger waves at the edge of the deep sea when starting taking rads
Today
viewmodel chainsaw update anims and anim controller edits
Today
Backup from main
Today
update from main