202,239 Commits over 4,171 Days - 2.02cph!

5 Minutes Ago
merge from main
5 Minutes Ago
Fixed chandelier bounds issue preventing wiring
43 Minutes Ago
Added a game tip explaining you can adjust the spotlight rotation using a hammer
58 Minutes Ago
merge from buried_item_null_checks
58 Minutes Ago
Add null checks for buried item creation.
1 Hour Ago
Anim update for sks and l96
1 Hour Ago
Rebase on /main
1 Hour Ago
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
1 Hour Ago
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
1 Hour Ago
Merge from foliage_instancing
2 Hours Ago
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
2 Hours Ago
merge from pilot_hazmat_dlc
2 Hours Ago
Deleted pilot hazmat cinematic folder
2 Hours Ago
Merged from parent
3 Hours Ago
Rebase on /main
Rin
4 Hours Ago
Added small power substation
6 Hours Ago
Merge from foliage_instancing
6 Hours Ago
Create separate materials for foliage placements/instancing
Today
More splat set stuff.
Today
Progress
Today
Merge from main
Today
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
Today
update deep_sea/portals
Today
Include all the other prefabs updated when generating manifest
Today
Update manifest
Today
Fix compile errors
Today
Update protobuf
Today
Commit AK FBX that keeps being reserialized
Today
merge from deep_sea/portals -> deep_sea
Today
Codegen
Today
merge from naval_update -> the correct `naval_update/deep_sea` branch
Today
Codegen after merge
Today
Merge from s2p_flatten
Today
Run scene2prefab (skip HLOD)
Today
merge from naval_update -> deep_sea
Today
merge from main -> naval_update
Today
Fix train tunnel entrances not linking up properly
Today
Bunch of work to get the portals working - entering the portal as a player or as a vehicle will instantly teleport the the opposite side - portals are spawned at runtime and sized to the size of the island - portals can be spawned at any of the 4 cardinal directions of the island - for testing leave the island from the north side and enter the deep sea on the south - will be spawned 200m from the edge of the deep sea (in the center of the ocean for testing) - teleport the player the frame after they enter since making the player sleep deletes the rigidbody immediately and unity doesn't like deleting physics objects inside the callback they enter the trigger (later this will be hidden by effects) - refactor the name of some code to make it nicer - portals will show as big green boxes to make testing easier, can be toggled with `deepsea_portals_visible` convar - fix PointEntity<T> not intializating the singleton instances as soon as possible
Today
Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped
Today
merge static field reset code gen improvements back to main.
Today
adjust xl picture frame placement bounds (can now place in triangle wall corner)
Today
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
Today
Remove extra newlines from "##### CTexture couldn't find" warning * The warning is Linux only Added 2 new optional args to mesh.TexCoord * mesh.TexCoord( stage, S, T, U, V ) - UV being the new args. They are optional. Fixed edict exhaustion prevention affecting nextbot players Fixed some usages of HL2_DLL clientside * TE_CONCUSSIVE_EXPLOSION and fall damage constants being inconsistent between client/server Try to end mesh.Begin when a mesh wasnt ended (i.e. after a Lua error) * mesh.Begin will end the current mesh if there is one. It will still error afterwards like it did before. * Prevents game hang, hopefully without side effects Fixed a crash with clientside ropes on props Basic implementation of clientside ragdoll gibs Prevent crash to do with CSpatialPartition invalid handles Prevent "bone write access" warnings with ClientsideRagdoll()
Today
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
Today
Remove testing model for collider placement from mannequin
Today
Progress & terrain files.