201,776 Commits over 4,171 Days - 2.02cph!

18 Minutes Ago
Prevent players from accidently ent killing important entities (like the deep seas)
59 Minutes Ago
Move the deep sea entity to it's position before it's spawned instead of inside ServerInit()
1 Hour 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 Hour Ago
1 Hour Ago
2 Hours 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
4 Hours Ago
Fix translations for pickup error toast messages
5 Hours Ago
Deleted old proto folder Protobufs now reference the one inside the game assets
5 Hours Ago
Run generate proto logic in a try catch so the progress bar cant freeze in place if it fails
5 Hours 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
5 Hours 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)
6 Hours Ago
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6 Hours Ago
Update manifest
6 Hours 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
Today
Revert shader changes that turned out to be not required for indirect instancing. (I'm glad. They didn't make any sense, either.)
Today
Refactor server restart message phrases
Today
Compile fixes
Today
Code gen compile fix following main rebase
Today
merge from main
Today
Updated ceiling light deploy guide to include its wire, enabled rotation before placement
Today
Tweaked chandelier box trace so it can't go too close to the surface below Tweaked deploy volume
Today
Fixed string light control box LODs
Today
Updated string lights descriptions
Today
Restored fairy light emissive
Today
Chandelier deploy guide and icon Fixed pooling issue
Today
Chandelier cable is swapped to a non cutout mat when >5m away
Today
Chandelier blocked toast says what entity is blocking, when it can Added a prevent building collider to the cable Additional server checks
🎉 Successfully generating accepted protobufs in editor
Generate into the data plugin folder as normal
Add into codegen Seperate generation code into its old assembly
Today
Added support for Deferred Decal rendering in the new render pipeline
Today
merge from cctv_helper_convars --> main
Today
Codegen after merge conflicts
Today
Chandelier interpolation, chains and pedal animations
Today
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Today
merge from main
Today
merge from fix_light_dynamic_lods --> main
Today
merge from minicopter_damagefx --> main
Today
Shader changes for indirect instancing (changes which are likely not required)
Today
Shader changes for indirect instancing (supported shaders)
Today
Shader changes for indirect instancing (include files)
team_bag_labels -> main
Another NRE that could've snuck in
Today
Remove old unused LOD fading variant
Today
Clean up instancing shader code and remove old instancing code