147,136 Commits over 4,444 Days - 1.38cph!

10 Months Ago
Commit .meta files for floating walkways too
10 Months Ago
Delete `private.0.meta` file that keeps popping up in plastic
10 Months 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
10 Months Ago
move vclouds under graphics settings and part of graphics presets, default convar on
10 Months 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)
10 Months Ago
Add method to find next waypoint on path in c#, will not use detour crowd for now
10 Months Ago
merge query vis job runner NRE fix to main
10 Months Ago
Fix NRE in query vis job runner.
10 Months Ago
Merge from open_your_eyes
10 Months Ago
Fix issue where character eyes could remain closed.
10 Months Ago
Chandelier - removed bulbs from worldmodel
10 Months Ago
fix mannequin placement collider too low
10 Months Ago
Regenerate "ResetStaticFields" for DeepSeaManager
10 Months Ago
Allow binoculars to show distances >1000m (only for admins) so we can measure distances easier
10 Months Ago
tweaked mannequin guidemesh
10 Months Ago
Fixed ID fuckery causing overbright bulbs. Made the hanging bulb wire less emissive.
10 Months Ago
security tower update
10 Months Ago
security tower update
10 Months 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
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
hooked up chandelier gibs
10 Months Ago
Anim and entity updates for melee content
10 Months Ago
Very simple, half working obstacle avoidance
10 Months Ago
viewmodel chainsword animation edits
10 Months Ago
Remove placeholder ghostship_basic from ProceduralMapEmpty
10 Months Ago
merge from ghostship again
10 Months Ago
merge from naval_update
10 Months Ago
merge from naval_update/ghost_ships
10 Months Ago
hooked up guide mesh on mannequin again
10 Months Ago
mannequin icon, added dlc pack dependency, added guidemesh
10 Months Ago
manual fix staticfields errors
10 Months Ago
Change mannequin inventory panel to look and work like a Locker
10 Months Ago
Chandelier - Added static worldmodel prefab
10 Months Ago
Ceiling fluorescent light deploy guide
10 Months Ago
Put an upper cap in place for the amount of stacks to give out to prevent potential issues on modded
10 Months Ago
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10 Months Ago
spotlight and tripod spotlight world models, tweaked meshlod lod distances to lod sooner, linked up to steam item
10 Months Ago
Add classic boat wandering state
10 Months Ago
- 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
10 Months Ago
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
10 Months Ago
naval_update -> scientist_boat_ai
10 Months Ago
main -> naval_update
10 Months Ago
workshop_loading_screen_fix -> main
10 Months Ago
Fixed bug allowing the info header to still stick around
10 Months Ago
Fix loading into workshop scene showing incorrect server information
10 Months Ago
changed table lamp to use meshlod on world model and adjusted meshlod distances on both world and deployed
10 Months Ago
table lamp world model fluorescent light world model, set up lod distances, fixed emissive being on by default
10 Months Ago
Bigger waves at the edge of the deep sea when starting taking rads
10 Months Ago
viewmodel chainsaw update anims and anim controller edits
10 Months Ago
2 handed melee set of anim, entity and hold type updates