202,068 Commits over 4,171 Days - 2.02cph!

50 Minutes Ago
Commit .meta files for floating walkways too
51 Minutes Ago
Delete `private.0.meta` file that keeps popping up in plastic
52 Minutes Ago
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
1 Hour Ago
move vclouds under graphics settings and part of graphics presets, default convar on
1 Hour Ago
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)
1 Hour Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
3 Hours Ago
merge query vis job runner NRE fix to main
3 Hours Ago
Fix NRE in query vis job runner.
3 Hours Ago
Merge from open_your_eyes
3 Hours Ago
Fix issue where character eyes could remain closed.
3 Hours Ago
Chandelier - removed bulbs from worldmodel
3 Hours Ago
fix mannequin placement collider too low
3 Hours Ago
Regenerate "ResetStaticFields" for DeepSeaManager
4 Hours Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
4 Hours Ago
tweaked mannequin guidemesh
4 Hours Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
4 Hours Ago
security tower update
4 Hours Ago
security tower update
5 Hours Ago
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
5 Hours Ago
merge from naval_update/deep_sea
5 Hours Ago
hooked up chandelier gibs
5 Hours Ago
Anim and entity updates for melee content
5 Hours Ago
Very simple, half working obstacle avoidance
5 Hours Ago
viewmodel chainsword animation edits
5 Hours Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
5 Hours Ago
merge from ghostship again
5 Hours Ago
merge from naval_update
5 Hours Ago
merge from naval_update/ghost_ships
5 Hours Ago
hooked up guide mesh on mannequin again
5 Hours Ago
mannequin icon, added dlc pack dependency, added guidemesh
5 Hours Ago
manual fix staticfields errors
6 Hours Ago
Change mannequin inventory panel to look and work like a Locker
6 Hours Ago
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
Add classic boat wandering state
Today
- Debug convar for nav trace - tweak navgen params - fix nav trace hit y being incorrect - allow recast.draw to function as a toggle when used without params
Today
backfaced fluorescent light mount so works with worldmodel prefab, made world model prefab for fluorescent ceiling and wall lights, fixed light being on by default
naval_update -> scientist_boat_ai
main -> naval_update
workshop_loading_screen_fix -> main
Fixed bug allowing the info header to still stick around
Fix loading into workshop scene showing incorrect server information
Today
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed