126,214 Commits over 4,171 Days - 1.26cph!

3 Years Ago
Added FoliageGridBatch. Allows for more efficient creation of meshes by skipping some of the validation steps Unity performs.
3 Years Ago
Adding more checks to ensure that foliage grid doesn't blow past the frame limit.
3 Years Ago
Better rail /rail and road / road intersections
3 Years Ago
Smoother rail branching transitions and rail / road intersections
3 Years Ago
Converted added a async alternative to FoliageGridCell.Init
3 Years Ago
Roads, rails and rivers are now resampled after smoothing
3 Years Ago
Roads, rails and rivers are now considered splines (resulting in smoother meshes)
3 Years Ago
Rail branching progress, path resampling experiments
3 Years Ago
Rail branching progress
3 Years Ago
lmg - updates to base export and anims, added initial vm prefab
3 Years Ago
Base train wagon entity
3 Years Ago
Fixed missing material on terrain benchmark
3 Years Ago
3 Years Ago
Updated benchmark demo
3 Years Ago
Last bit of SE WIP
3 Years Ago
greatly reduced shadow proxies artifacts on temperate cliffs
3 Years Ago
fixed issues with compound railway floating in certain seeds - shrunk railway length
3 Years Ago
compound s2p
3 Years Ago
fixed codelock on compound farming machine
3 Years Ago
Fixed dressing errors on powerline platforms
3 Years Ago
Improved powerline A collider detail along zipline floors Added colliders to the zipline stop module
3 Years Ago
blackbin shadow proxy rotation fix
3 Years Ago
Hot air balloons will now disable global broadcast if they are grounded, the engine is off and they are deflated
3 Years Ago
Set up WorkCart coupling LODs
3 Years Ago
Set up above-ground WorkCart bounds and colliders for coupling
3 Years Ago
Coupling point setup for above-ground WorkCart
3 Years Ago
Compile fix for uncoupling
3 Years Ago
Simplified coupling
3 Years Ago
WIP on reducing the number of layout components (156->93) as layouts can take anywhere from 0.3 to 0.8ms a frame Removed layouts on item blueprint buttons (and improved sizing for non-english languages on New text) Disabled contents of AI designer panel when not in use Disabled layouts on conversation screen Disabled contents of NetGraph when not in use
3 Years Ago
Don't scan for decoupling if the coupling point can't be locked
3 Years Ago
Don't update FlameJet LineRenderers if it's not active
3 Years Ago
Deleted my placeholder train engine and carriages. Moved some assets around.
3 Years Ago
Merge Rail Network -> Coupling
3 Years Ago
Separated the train coupling model and added them to the above-ground WorkCart
3 Years Ago
Finalized big lookout cliff area
3 Years Ago
Reorganized airfield lights Added light switches to airfield
3 Years Ago
East of desert progress backup
3 Years Ago
If we lose references to sounds, remove them from the budget list.
3 Years Ago
initial files and animator
3 Years Ago
merge from easter2022 - enabling easter events
3 Years Ago
Only add ReverbZoneTriggers to SoundManager when they're in range.
3 Years Ago
merge from main
3 Years Ago
Merge from easter2022)crash - testing shader revert
3 Years Ago
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3 Years Ago
Finalizing corner east of new desert WIP
3 Years Ago
Revert shader changes, switch egg suit to use the StandardWithDecal shader that signs etc use
3 Years Ago
Merge from easter2022_crash - testing changes
3 Years Ago
Revert changes to EngineUI and GameUI
3 Years Ago
Change RequestFileFromServer behavior to work the same as main but add a flag to optionally respond if not found (only used by egg suit)
3 Years Ago
Added missing wait timers at waypoints for junkpile A. Added negative base offset to junkpile NPC to more closely match the world terrain navmesh. Fixed NPC respawns at junkpiles. Fixed NPCs sometimes not correctly patrolling at junkpiles.