202,087 Commits over 4,171 Days - 2.02cph!

Rin
37 Minutes Ago
Re-enable vine trees added icelake altered iceberg
3 Hours Ago
Cabinet casts a cookie'd spotlight forward. + Related files.
3 Hours Ago
Test scene changes
3 Hours Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
4 Hours Ago
Better avoidance model Rather than appending left,right,left,right directions append all left centre then right When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left Flip steering direction (was steering left when meant to be right)
Rin
4 Hours Ago
Added different triggers, NPCs, Static vendirng machines
4 Hours Ago
Merge from foliage_displacement_improvements
5 Hours Ago
Merge from main
Rin
Today
merge from main
Today
Merge from s2p_flatten
Today
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Today
Run scene2prefab (skip HLOD)
Today
Merge from main
Today
Update
Today
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
Today
Handle references to any component instead of just transforms, just to be safe Fix DungeonGridInfo NRE because DungeonVolume is no longer a child after flattening Fix animators breaking after S2P flattening
Today
update deep_sea/portals
Today
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Today
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Today
Commit .meta files for floating walkways too
Today
Delete `private.0.meta` file that keeps popping up in plastic
Today
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
Today
move vclouds under graphics settings and part of graphics presets, default convar on
Today
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)
Today
Add method to find next waypoint on path in c#, will not use detour crowd for now
Today
merge query vis job runner NRE fix to main
Today
Fix NRE in query vis job runner.
Merge from open_your_eyes
Fix issue where character eyes could remain closed.
Today
Chandelier - removed bulbs from worldmodel
Today
fix mannequin placement collider too low
Yesterday
Regenerate "ResetStaticFields" for DeepSeaManager
Yesterday
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
Yesterday
tweaked mannequin guidemesh
Yesterday
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
Yesterday
security tower update
Yesterday
security tower update
Yesterday
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
Yesterday
merge from naval_update/deep_sea
Yesterday
hooked up chandelier gibs
Yesterday
Anim and entity updates for melee content
Yesterday
Very simple, half working obstacle avoidance
Yesterday
viewmodel chainsword animation edits
Yesterday
Remove placeholder ghostship_basic from ProceduralMapEmpty
Yesterday
merge from ghostship again
Yesterday
merge from naval_update
Yesterday
merge from naval_update/ghost_ships
Yesterday
hooked up guide mesh on mannequin again