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459 Commits over 1,218 Days - 0.02cph!

3 Months Ago
Final compile fix
3 Months Ago
Another sneaky compile fix that snuck past editor tests
3 Months Ago
bye bye compile errors :wave:
3 Months Ago
merge from viewmodel_scene_flex (Character Animation & Skin Viewer dev-only tool)
3 Months Ago
Compile fix
3 Months Ago
Don't send a chat message on the first call of StartSpectating - removes the intermediate confusing local chat message "Spectating: {playerName}. SteamID: {steamId}" before the message for the final spectate target
3 Months Ago
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3 Months Ago
merge from HAB_armour_health_fix
3 Months Ago
Fixed placement of wooden barricade and barbed wooden barricade. Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor
3 Months Ago
merge from fix_cliff_gaps
3 Months Ago
Applied a similar fix as 158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
3 Months Ago
Tightened anchor setup on cliff_hills_large_c
3 Months Ago
merge from main
3 Months Ago
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
3 Months Ago
More anchors on each of the rock_formation_medium_d variants (hills, rock formations and river rock formations), preserving their independent slope scale and offset/extents
3 Months Ago
merge from main (gimme terrain_anchor_tooling)
3 Months Ago
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3 Months Ago
Missed the added files
3 Months Ago
- Modernise CliffSandbox UI to use RustButton, RustText, RustInput... - Added teleport to marker button - Added help text so more devs can use this tool in the future if needed - Added hot reload of prefabs so you can change a cliff prefab's setup and remain in playmode to iterate much faster on problematic cliffs
3 Months Ago
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3 Months Ago
Applied a similar fix as `158818` to cliff_tall_slope_l_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
3 Months Ago
Tightened up anchors for cliff_hills_large_f
3 Months Ago
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain
3 Months Ago
Tightened up anchors for cliff_hills_large_a
3 Months Ago
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
3 Months Ago
Added a terrain height set raise object to cliff_tall_d (this was the only tall cliff without one, allowing there to be gaps in the terrain when it was placed)
3 Months Ago
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
3 Months Ago
Further tightened anchor setup of cliff_hills_large_b
3 Months Ago
Tightened anchor setup for cliff_hills_large_c
3 Months Ago
merge from main
4 Months Ago
Fixed pre cliff bake sometimes not using the right seed and made re-anchoring more reliable, now using select to re-anchor rather then attempting to re-anchor string inputted prefab names everywhere
4 Months Ago
Adjusted rock_formation_d some more to avoid gaps
4 Months Ago
Changed both cliff_tall_b and cliff_tall_slope_l_a 's TerrainHeightSet object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff - Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother - Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely)
4 Months Ago
Slightly lowered the centre rock of rock_formation_d to prevent a terrain in the middle
4 Months Ago
Removed redundant Unity tools entry
4 Months Ago
Fixed cliff_hills_large_b poking out of terrain - Added a few more terrain anchors - Increased offset/extents of all anchors from 2 -> 2.5 to help with sloped placement (more anchors alone did not solve the example case)
4 Months Ago
Added support to the CliffSandbox scene to recalculate prefab positions based on terrain anchors, specifying what prefab name to recalculate for
4 Months Ago
Changed both `cliff_tall_a` and `cliff_tall_c` 's `TerrainHeightSet` object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff - Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother - Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely) Subject2Change
4 Months Ago
Fixed broken consecutive cliff recalculations because of gameobject destroy frame order
4 Months Ago
Preserve order of cliff prefab operations. Run a pre-cliff baseline on the real procgen pipeline to get the state of terrain before cliffs are placed for accurate runtime recalculations. Don't move the camera when recalculating terrain
4 Months Ago
Recalculate button keeps cliffs in the same location
4 Months Ago
2 gizmo options: 1. Distance culling 2. Select what cliffs to show gizmos for by clicking them
4 Months Ago
Improvements to the CliffSandbox dev scene - Select cliff prefabs from inspector dropdown - Can provide a real `.map` file, coordinate and region size to instantly generate the real terrain and cliff data from a live map for debugging - Toggleable prefab gizmos in playmode - Spawnable player-sized capsule for sense of scale
4 Months Ago
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
4 Months Ago
Consistent icon sizing for animation buttons
4 Months Ago
Camera scroll zoom shift tooltip
4 Months Ago
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
4 Months Ago
Filter skins by name