userandererandrecancel

10,790 Commits over 2,740 Days - 0.16cph!

7 Years Ago
Switched road pathfinder to von neumann neighborhood for more road wobbliness
7 Years Ago
Road / bridge analysis improvements Better lakeside / oceanside / beachside topology generation
7 Years Ago
Verify vertex is forward-facing before adding it to the river mesh (fixes more overlap cases)
7 Years Ago
Allow full range of FOV slider to actually be applied
7 Years Ago
Allowed resources to spawn on rocks that are part of the terrain No longer prevent resources from spawning on decor topology Optimized resource spawning, especially the initial spawn wave Tweaked forest sizes
7 Years Ago
Grassland splat mapping tweaks
7 Years Ago
Forest splat mapping tweaks
7 Years Ago
Prefab scene placement updates
7 Years Ago
Icesheet tweaks
7 Years Ago
Smoothened river mesh slightly
7 Years Ago
Discard crazy bridges
7 Years Ago
Splat mapping tweaks
7 Years Ago
Minor rock fixes
7 Years Ago
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues
7 Years Ago
Added generic versions of the rock materials (those are the ones that will be parameter-adjusted using property blocks) Rock prefab updates and tweaks Terrain raycast tweaks
7 Years Ago
Retired the concept of overlay splats (there are smarter ways)
7 Years Ago
Tweaked prefab mountain scale
7 Years Ago
Removed some deprecated code from SpawnFilter
7 Years Ago
River splat mapping tweak
7 Years Ago
Radtown loot spawn fix
7 Years Ago
This didn't commit right
7 Years Ago
Tedious resource prefab updates, fixing some minor issues in the process
7 Years Ago
Prefab updates
7 Years Ago
Merge from main
7 Years Ago
Removed default normal alignment and rotation randomization from clutter scripts Updated clutter prefabs (need to align to normal via decor components now)
7 Years Ago
Rock and cliff tweaks
7 Years Ago
Cliff topology tweaks
7 Years Ago
Roadside / riverside tweak
7 Years Ago
Tweaked path side placement
7 Years Ago
Refactored ProceduralComponent system to use two passes (pre pass and final pass) Increased river vertex count Generate river mesh in procedural final pass Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab Removed some hacky code that's no longer required from the decor and monument placement scripts
7 Years Ago
Grass placement rule tweak
7 Years Ago
Tweaked sand splat mapping
7 Years Ago
Made forests in the temperate and arctic biomes bigger
7 Years Ago
Tweaked micro cliff placement
7 Years Ago
Ported new overhang assets to the procedural map
7 Years Ago
Ported the new cliff assets to the procedural map
7 Years Ago
Fixed that the terrain raycasting step would override some snow Tweaked some terrain raycasting parameters
7 Years Ago
Allowed grass to grow on top of caves Fixed mountain prefab
7 Years Ago
Updated prefab scenes
7 Years Ago
Removed noise from alpha setter Cleaned up some code Exposed some alignment options in all procedural placement scripts Fixed an issue where terrain anchors would reject suitable positions Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
7 Years Ago
Missing file
7 Years Ago
Cleanup
7 Years Ago
Align swimming decor to world up vector
7 Years Ago
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
7 Years Ago
Merge from main
7 Years Ago
Porting over a shitton of new assets to the procedural map Cleaning up some shit
7 Years Ago
Updated RustNative Updated noise bindings Updated heightmap generation
7 Years Ago
Reverted composite noise to work in normalized space, scale the result by amplitude
7 Years Ago
Added test mountain prefab
7 Years Ago
Jordan noise tweak Updated composite noise header file