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9,117 Commits over 2,679 Days - 0.14cph!

2 Hours Ago
Fixed fishing villages sometimes spawning inside harbors Fixed fishing villages still sometimes spawning in the arctic biome
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5 Hours Ago
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
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6 Hours Ago
Merge from main
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3 Days Ago
Buoyancy returns correct water depth underneath water carving volumes
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4 Days Ago
Merge from save215
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4 Days Ago
Network++
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4 Days Ago
Merge from main
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5 Days Ago
Ocean ambience blending uses curve instead of simple blend distance
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6 Days Ago
Fixed duplicate DungeonBaseInfo on secondary moonpools
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7 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)
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7 Days Ago
Save++ Network++
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7 Days Ago
Merge from main/fishing
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7 Days Ago
Merge from main/train_tunnels_new_content/bypass_tunnels/new_content/train_tunnels_bypass/making_this_up_as_i_go/console_version
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7 Days Ago
Merge from main/Submarine aka main/Underwater_Update
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7 Days Ago
Merge from main
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7 Days Ago
Merge from main
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10 Days Ago
Added MonumentInfo to mountain and ice lake prefabs
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11 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
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11 Days Ago
Removing debug log
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11 Days Ago
Added pathfinding for valid boat path to fishing villages when considering spawn positions
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11 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)
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11 Days Ago
Added support to PlaceMonuments to check a valid path to the open ocean when choosing a spawn position (through adding TerrainPathConnect to the relevant monument)
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13 Days Ago
Fixed lab door clipping edge case
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13 Days Ago
Enforce more distance between the bottom of underwater lab modules and the terrain (foliage clipping)
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13 Days Ago
Copied material parameters of Terrain.v3 to Terrain.v3_Margin
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13 Days Ago
Forced advanced buoyancy check if more than 10m underwater
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13 Days Ago
Added sun and moon underwater god ray color overrides
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14 Days Ago
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
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17 Days Ago
Underwater lab glass is more transparent (missed in 63287)
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18 Days Ago
Added OceanOverrides.LightColor and LightColorMultiplier (0 = 100% underwater color, 1 = 100% sunlight color) to EnvironmentVolumePropertiesCollection
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18 Days Ago
Reduced maximum floor count of underwater labs by one
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18 Days Ago
Underwater lab glass uses "Standard Refraction" shader
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18 Days Ago
Toggle underwater lab window material render queue depending on wheter the camera is inside or outside of the underwater labs (hacky solution to get best of both worlds)
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18 Days Ago
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18 Days Ago
Fixed underwater labs sometimes spawning partially inside terrain
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19 Days Ago
Save memory on DungeonBaseLink by only filling volume and socket lists on the prefabs and the start pieces (replacing previous temp solution with a different temp solution)
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19 Days Ago
Fixed NRE spam in edit mode after running the scene
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19 Days Ago
Shore wetness is actually only present on shore, not deep underwater
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19 Days Ago
EnvironmentVolumePropertiesCollection contains ocean / underwater overrides for directional light intensity, ambient light intensity and reflection probe intensity (can be customized on "Environment Collection" asset)
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20 Days Ago
All DungeonBaseLink now have a reference to the DungeonBaseInfo they belong to stored
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20 Days Ago
Added admin.underwater_scatter to further customize the underwater fog when underwater_effect is set to 0
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20 Days Ago
Fixed that underwater_lab_glass would be drawn on top of the underwater shader, effectively making it glow in the dark (this also seems to resolve barely being able to see out of it)
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20 Days Ago
Less fog inside underwater labs
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21 Days Ago
Added prevent building volumes to underwater lab prefabs
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21 Days Ago
Split TerrainPath.DungeonRoot into TerrainPath.DungeonGridRoot and TerrainPath.DungeonBaseRoot so the train tunnel navmesh doesn't pull in the underwater labs
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21 Days Ago
DungeonBaseInfo has a list of DungeonBaseFloor, which each contains a list of all DungeonBaseLink that are on that specific floor
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21 Days Ago
Fixed underwater fog no longer disappearing inside underwater labs (introduced by environment volume change in 63133) Made underwater_effect admin convar also disable underwater fog Added UnderwaterLabs environment type to all underwater lab prefabs (to detect when their map has to display)
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25 Days Ago
DungeonBaseInfo now contains a list of all DungeonBaseLink that belong to it
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25 Days Ago
Slightly better handling of swimming up into the moonpool (this needs more work, but it's a start)
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