202,086 Commits over 4,171 Days - 2.02cph!
Cabinet casts a cookie'd spotlight forward.
+ Related files.
Can drive in between obstacles better
Left side preference seems to be the way to go
Increase distance awareness
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)
Added different triggers, NPCs, Static vendirng machines
Merge from foliage_displacement_improvements
Run scene2prefab (skip HLOD)
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
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
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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