userandererandrecancel

10,753 Commits over 2,710 Days - 0.17cph!

Yesterday
Fixed NRE during loading screen when loading demos without the matching map file
4 Days Ago
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4 Days Ago
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4 Days Ago
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17 Days Ago
Just Unity Things (may fix mission NRE in standalone)
20 Days Ago
Fixed bottom underwater lab end caps facing the wrong way
21 Days Ago
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21 Days Ago
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21 Days Ago
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23 Days Ago
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23 Days Ago
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23 Days Ago
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28 Days Ago
Fixed bullet proof moonpool water
28 Days Ago
Moonpool water collider now uses a box collider rather than a convex mesh collider
29 Days Ago
Fixed "look rotation viewing vector zero" during underwater labs generation (caused by yesterday's changes)
30 Days Ago
Added monument topology around the long underwater lab tubes (since there can be no legs nearby, which would usually add the topology)
30 Days Ago
Added additional TerrainFilter checks to icebergs
30 Days Ago
If underwater lab ends up extremely small (less than 25 segments), retry a couple of different configurations Underwater lab seeds no longer cross contaminate other underwater lab seeds (more consistent results when things are tweaked)
30 Days Ago
Prefab updates to enable the small secondary moonpools
30 Days Ago
Fixed incorrect GenerateDungeonBase socket alignment calculation which prevented certain sockets from correctly acting as male sockets (didn't affect them as female sockets)
30 Days Ago
Better secondary moonpool code
30 Days Ago
Merge from main/Underwater_labs_September
30 Days Ago
Merge from main/underwater_lab_45_degree_corner_fix
42 Days Ago
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43 Days Ago
Merge from main/underwater_lab_45_degree_corner_fix
44 Days Ago
Fixed 45 degree corner underwater lab modules sometimes overlapping each other
45 Days Ago
Added "Submarine" to EnvironmentType (this does not do anything until added to the environment quality assets
46 Days Ago
Fixed two lab module edge cases: - labs modules spawning inside eachother - moonpool obstructed by modules spawning underneath
46 Days Ago
Fixed fishing villages sometimes spawning inside harbors Fixed fishing villages still sometimes spawning in the arctic biome
46 Days Ago
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
46 Days Ago
Merge from main
49 Days Ago
Buoyancy returns correct water depth underneath water carving volumes
50 Days Ago
Merge from save215
50 Days Ago
Network++
50 Days Ago
Merge from main
51 Days Ago
Ocean ambience blending uses curve instead of simple blend distance
52 Days Ago
Fixed duplicate DungeonBaseInfo on secondary moonpools
53 Days Ago
Added secondary moonpool entrance / exit to underwater labs Added MaxCountLocal and MaxCountGlobal to DungeonBaseLink (can specify per-lab and per-map limit for certain underwater lab modules)
53 Days Ago
Save++ Network++
53 Days Ago
Merge from main/fishing
53 Days Ago
Merge from main/train_tunnels_new_content/bypass_tunnels/new_content/train_tunnels_bypass/making_this_up_as_i_go/console_version
53 Days Ago
Merge from main/Submarine aka main/Underwater_Update
53 Days Ago
53 Days Ago
Merge from main
53 Days Ago
Merge from main
56 Days Ago
Added MonumentInfo to mountain and ice lake prefabs
57 Days Ago
Added "Standard Refraction With Fog" shader that works exactly like "Standard Refraction" but adds additional fog to anything that is visible through the transparent object
57 Days Ago
Removing debug log
57 Days Ago
Added pathfinding for valid boat path to fishing villages when considering spawn positions
57 Days Ago
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)