userandererandrecancel

12,290 Commits over 3,653 Days - 0.14cph!

9 Years Ago
Bush performance tweaks
9 Years Ago
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
9 Years Ago
Replaced SceneAsset with AssetStorage (Rust backport) Rebuilt maps in island-0001
9 Years Ago
Made terrain map bakes store PNGs instead of Unity assets
9 Years Ago
Tweaked summit altitude
9 Years Ago
Protocol++ (network + save)
9 Years Ago
Merge from bushes-everywhere
9 Years Ago
Fixed random scale not being applied to tree meshes that spawn directly into terrain batching (without prior placeholder) Fixed random scale not being applied to tree meshes that spawn via network Increased the random scale range on all bushes
9 Years Ago
Merge from main
9 Years Ago
Fixed cave exploit that would allow to get inside a mountain
9 Years Ago
Cherry picked commit #5023 to main
9 Years Ago
Log noise fallback message if in safe mode as well
9 Years Ago
Initial version
9 Years Ago
Fixed server compilation (EffectRecycle)
9 Years Ago
Added more native noise backend logging
9 Years Ago
Spawn bright clutter rocks around bright decor rocks
9 Years Ago
Removed unsafe keyword from noise fallback
9 Years Ago
Added more details to the managed noise fallback exception
9 Years Ago
Improved native noise failure detection Added safemode argument (boolean)
9 Years Ago
Applied new dirt coloring to cave prefab
9 Years Ago
Updated dirt coloring under decor rocks
9 Years Ago
Protocol++ (network + save)
9 Years Ago
Merge from procgen4
9 Years Ago
Merge from radtown-prefabs
9 Years Ago
Added terrain anchor generator Fixed TextureToColor yielding incorrect results Fixed terrain modifier generator ignoring splat edge fade Updated radtown scenes Updated radtown prefabs
9 Years Ago
Added dedicated lake noise Allowed forests to spawn in lower altitude areas
9 Years Ago
Merge from main
9 Years Ago
Added terrain to all rad town prefab scenes Updated terrain modifier generator for more control
9 Years Ago
Fixed Windows build being completely fucked Protocol++ (network + save)
9 Years Ago
Fiddled in the new sand texture because the old one is killing me
9 Years Ago
Added verification (+ fallback) of the set terrain resolution to the terrain generator
9 Years Ago
Protocol++ (network + save)
9 Years Ago
Merge from procgen4
9 Years Ago
Merge from main
9 Years Ago
Tweaked heightmap parameters
9 Years Ago
Tweaked checksum calculation
9 Years Ago
Tweaked dune noise Tweaked hill frequency and amplitude Tweaked forest frequency and size in the arctic and arid biomes Slightly reduced size of the arid biome
9 Years Ago
Increased terrain resolution (4x) Added proper segmentation to heightmap generation Added dunes to heightmap generation Increased forest density, frequency and size Increased valid noise seeding range Optimized checksum generation
9 Years Ago
Re-enabled threading in-editor
9 Years Ago
More detailed checksum mismatch logging
9 Years Ago
Made noise library use native implementation if possible, otherwise use managed fallback
9 Years Ago
Updated ProjectVersion
9 Years Ago
Forced alphabetical order when spawning decor types Protocol++ (network + save)
9 Years Ago
Converted TerrainTreeBatch to the new fast getter and setter in b20 Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
9 Years Ago
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
9 Years Ago
Switched noise generation to managed backend (debugging)
9 Years Ago
Always log checksum if in-editor
9 Years Ago
Made procedural generation modular so that each part can be used standalone Forced GameManager prefab lists to be sorted by name for cross-compile consistency
9 Years Ago
Updated RustNative Updated prefab scenes Switched TerrainNoise to double precision (using native backend by default again) Protocol++ (network + save)
9 Years Ago
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