202,077 Commits over 4,171 Days - 2.02cph!

1 Hour Ago
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3 Hours Ago
Run scene2prefab (skip HLOD)
3 Hours Ago
Merge from main
4 Hours Ago
Update
4 Hours Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
4 Hours Ago
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
5 Hours Ago
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
Today
Regenerate "ResetStaticFields" for DeepSeaManager
Today
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
Today
tweaked mannequin guidemesh
Today
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
Today
security tower update
Today
security tower update
Today
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
Today
merge from naval_update/deep_sea
Today
hooked up chandelier gibs
Today
Anim and entity updates for melee content
Very simple, half working obstacle avoidance
Today
viewmodel chainsword animation edits
Today
Remove placeholder ghostship_basic from ProceduralMapEmpty
Today
merge from ghostship again
Today
merge from naval_update
Today
merge from naval_update/ghost_ships
Today
hooked up guide mesh on mannequin again
Today
mannequin icon, added dlc pack dependency, added guidemesh
Today
manual fix staticfields errors
Today
Change mannequin inventory panel to look and work like a Locker
Today
Chandelier - Added static worldmodel prefab
Today
Ceiling fluorescent light deploy guide
Today
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
Today
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Today
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item