202,068 Commits over 4,171 Days - 2.02cph!
Commit .meta files for floating walkways too
Delete `private.0.meta` file that keeps popping up in plastic
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
move vclouds under graphics settings and part of graphics presets, default convar on
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)
Add method to find next waypoint on path in c#, will not use detour crowd for now
merge query vis job runner NRE fix to main
Fix NRE in query vis job runner.
Merge from open_your_eyes
Fix issue where character eyes could remain closed.
Chandelier - removed bulbs from worldmodel
fix mannequin placement collider too low
Regenerate "ResetStaticFields" for DeepSeaManager
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
tweaked mannequin guidemesh
Fixed ID fuckery causing overbright bulbs.
Made the hanging bulb wire less emissive.
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
merge from naval_update/deep_sea
hooked up chandelier gibs
Anim and entity updates for melee content
Very simple, half working obstacle avoidance
viewmodel chainsword animation edits
Remove placeholder ghostship_basic from ProceduralMapEmpty
merge from ghostship again
merge from naval_update/ghost_ships
hooked up guide mesh on mannequin again
mannequin icon, added dlc pack dependency, added guidemesh
manual fix staticfields errors
Change mannequin inventory panel to look and work like a Locker
Chandelier - Added static worldmodel prefab
Ceiling fluorescent light deploy guide
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
Add classic boat wandering state
- 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
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
naval_update -> scientist_boat_ai
workshop_loading_screen_fix -> main
Fixed bug allowing the info header to still stick around
Fix loading into workshop scene showing incorrect server information
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed