202,210 Commits over 4,171 Days - 2.02cph!

4 Minutes Ago
Fix compile errors
14 Minutes Ago
Update protobuf
17 Minutes Ago
Commit AK FBX that keeps being reserialized
19 Minutes Ago
merge from deep_sea/portals -> deep_sea
24 Minutes Ago
Codegen
31 Minutes Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
35 Minutes Ago
Codegen after merge
48 Minutes Ago
Merge from s2p_flatten
50 Minutes Ago
Run scene2prefab (skip HLOD)
50 Minutes Ago
merge from naval_update -> deep_sea
51 Minutes Ago
merge from main -> naval_update
52 Minutes Ago
Fix train tunnel entrances not linking up properly
54 Minutes Ago
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
1 Hour Ago
Make `tools/toolsinvisibleladder` not affect visleaves Fixed CLC_Move::ToString numbers being flipped
2 Hours Ago
merge static field reset code gen improvements back to main.
2 Hours Ago
adjust xl picture frame placement bounds (can now place in triangle wall corner)
2 Hours Ago
Add support for constructors in ResetStaticFields, handle arrays initializers with Unity struct types.
3 Hours Ago
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()
3 Hours Ago
Fix objects flagged as not allowing flattening being deleted when a parent is deleted
4 Hours Ago
Remove testing model for collider placement from mannequin
5 Hours Ago
Progress & terrain files.
5 Hours Ago
merge from vclouds_default_enable
6 Hours Ago
Change portal GUID since it somehow conflicts with the island prefab GUID
6 Hours Ago
PT Boat progress
gunshot_network_range_improvements -> main
Bolty and l96 can be heard from up to 700~ meters away Max before was around 350
Today
Fixed breakdown button loc
Today
Fixed boots being in the wrong order in the skin viewer
Today
merge from skinviewer_boots_fix
Today
Tilesets.
decor_lighting_dlc -> main
syncvar_load_fix -> decor_lighting_dlc
Fix some syncvars not loading in properly
Today
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Today
merge from decor_lighting_dlc
Today
Fixed bulb string lights and fairy lights not working in builds
Today
Allow placement of ceilling lights on rocks
Add parrelsync so i dont need to redownload the rust project to have two editors
Today
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Today
Set chandelier last length default value to -1
Today
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Today
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Today
fix mannequin LODs, remove ability to lock mannequin
Today
Set correct mip map bias when using indirect instancing
Today
merge from decor_lighting_dlc
Today
Added a toast when the chandelier reached its max length Increased the max length a tiny bit
Today
enabled read/write on spotlight gibs
Today
Tighter wall cabinet placement angles Tweaked chandelier deploy volume and collider
Today
added collision mesh for beanbag chairs