userlamalovecancel

3,185 Commits over 2,527 Days - 0.05cph!

Yesterday
Cherry pick 147457 (asset scene build optimizations)
Yesterday
Don't set process affinity in editor if running batch mode
11 Days Ago
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13 Days Ago
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
14 Days Ago
Sort network cell tile offsets so the closer ones queue up to be networked first
14 Days Ago
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene
15 Days Ago
Merge from terrain_lower_fixes
15 Days Ago
Bake before loweing terrain in holes (commented out for now due to a bug)
15 Days Ago
Military tunnel s2p for updated terrain lowering
15 Days Ago
Launch site s2p for updated terrain lowering
15 Days Ago
Don't lower terrain on the edges of holes Fix terrain lower OOB when alpha map resolution doesn't match heightmap resolution
15 Days Ago
Merge from heightmap_bake_fix
20 Days Ago
Revert unnecessary changes to GetCloseConnections, HasCloseConnections, and HasConnections that was causing server perf issues
21 Days Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
22 Days Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
25 Days Ago
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30 Days Ago
Merge from improved_network_groups
30 Days Ago
Bug fixes for checking visibility across different network group layers when they have different cell sizes
32 Days Ago
Update Mono.Cecil, use .net standard build
32 Days Ago
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
33 Days Ago
Merge from improved_network_groups
33 Days Ago
Merge from main
34 Days Ago
Merge from main
35 Days Ago
Fix missing text on leave clan button
35 Days Ago
Merge from tunnel_netgroup_fix_merge
35 Days Ago
Subtract 146072 + merge from tunnet_netgroup_fix
35 Days Ago
Rerun s2p on launch site to modify the usual heightmap texture instead
35 Days Ago
Modify the heightmap texture directly instead of making a copy in s2p
35 Days Ago
Subtract 146162
35 Days Ago
Merge from tunnet_netgroup_fix
35 Days Ago
Bundle textures next to monument prefabs in the monuments bundle
36 Days Ago
Merge from tunnel_netgroup_fix
36 Days Ago
Increase tunnel layer threshold from -40 to -20 so more underground tunnels get network culled from the surface (and the opposite)
36 Days Ago
Rerun s2p for launch site
36 Days Ago
Merge from main
36 Days Ago
Merge from s2p_particle_flatten_fix
36 Days Ago
Merge from main
36 Days Ago
Merge from tunnet_netgroup_fix/launch_site_hole_carve
40 Days Ago
Merge from improved_network_groups/variable_cell_size
40 Days Ago
Add support for different entity ranges per entity Internally the overworld now has three overlapping network group grids with different cell sizes Players subscribe to all layers with different radii Entities can be configured with a preference for which network layer to place them on
41 Days Ago
Fix most of the ServerOcclusionGroup tests Default grid size was too small (it just used out of bounds cells before) Fixed IsVisibleFrom to also test against the circular radius Reset some convars that can make the tests fail
41 Days Ago
Merge from main
41 Days Ago
Code review fixes
41 Days Ago
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
42 Days Ago
Add support for different cell sizes for network group layers
48 Days Ago
Subscribe to network groups around the player in a chunky circle instead of square
49 Days Ago
Raise launch site so its terrain has room to be lowered into the hole (added Tools/Terrain/Raise Terrain for this) Added an option to SceneToPrefab which automatically lowers the heightmap inside of terrain holes to where colliders are SceneToPrefab will save the heightmap as a separate asset that only the prefab references
54 Days Ago
Merge from tunnet_netgroup_fix
54 Days Ago
Compile fix
54 Days Ago
Merge from main