userlamalovecancel

2,366 Commits over 2,618 Days - 0.04cph!

3 Months Ago
Enable terrain lowering on nuclear missile silo and large cave sewers
3 Months Ago
Cherry pick 147457 (asset scene build optimizations)
3 Months Ago
Don't set process affinity in editor if running batch mode
4 Months Ago
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache
4 Months Ago
Sort network cell tile offsets so the closer ones queue up to be networked first
4 Months Ago
Handle the weird string prefab references in Skinnable to make bbq.workshop.prefab go in the right AssetScene
4 Months Ago
Merge from terrain_lower_fixes
4 Months Ago
Bake before loweing terrain in holes (commented out for now due to a bug)
4 Months Ago
Military tunnel s2p for updated terrain lowering
4 Months Ago
Launch site s2p for updated terrain lowering
4 Months Ago
Don't lower terrain on the edges of holes Fix terrain lower OOB when alpha map resolution doesn't match heightmap resolution
4 Months Ago
Merge from heightmap_bake_fix
4 Months Ago
Revert unnecessary changes to GetCloseConnections, HasCloseConnections, and HasConnections that was causing server perf issues
4 Months 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
4 Months Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
4 Months Ago
Merge from improved_network_groups
4 Months Ago
Bug fixes for checking visibility across different network group layers when they have different cell sizes
4 Months Ago
Update Mono.Cecil, use .net standard build
4 Months Ago
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
4 Months Ago
Merge from improved_network_groups
4 Months Ago
Merge from main
4 Months Ago
Merge from main
4 Months Ago
Fix missing text on leave clan button
4 Months Ago
Merge from tunnel_netgroup_fix_merge
4 Months Ago
Subtract 146072 + merge from tunnet_netgroup_fix
4 Months Ago
Rerun s2p on launch site to modify the usual heightmap texture instead
4 Months Ago
Modify the heightmap texture directly instead of making a copy in s2p
4 Months Ago
Subtract 146162
4 Months Ago
Merge from tunnet_netgroup_fix
4 Months Ago
Bundle textures next to monument prefabs in the monuments bundle
4 Months Ago
Merge from tunnel_netgroup_fix
4 Months Ago
Increase tunnel layer threshold from -40 to -20 so more underground tunnels get network culled from the surface (and the opposite)
4 Months Ago
Rerun s2p for launch site
4 Months Ago
Merge from main
4 Months Ago
Merge from s2p_particle_flatten_fix
4 Months Ago
Merge from main
4 Months Ago
Merge from tunnet_netgroup_fix/launch_site_hole_carve
4 Months Ago
Merge from improved_network_groups/variable_cell_size
4 Months 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
4 Months 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
4 Months Ago
Merge from main
4 Months Ago
Code review fixes
5 Months 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
5 Months Ago
Add support for different cell sizes for network group layers
5 Months Ago
Subscribe to network groups around the player in a chunky circle instead of square
5 Months 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
5 Months Ago
Merge from tunnet_netgroup_fix
5 Months Ago
Compile fix
5 Months Ago
Merge from main
5 Months Ago
Add missing SetApplicationId call for Discord integration