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10,474 Commits over 3,622 Days - 0.12cph!

9 Years Ago
Fixed TestLevel splats getting cleared when running the scene
9 Years Ago
Updated prefabs for multi-topologies
9 Years Ago
Fixed missing prefab reference in metal frame building scene Updated monument scene prefabs
9 Years Ago
Updated all monument scenes to connect to roads Added terrain to various monument scenes (now use auto height modifier and terrain anchor extraction) Added hangar, brick building and metal frame building to monument spawning
9 Years Ago
Updated road costmap generation to correctly deal with multi-topologies
9 Years Ago
Removed GetGeneralName
9 Years Ago
Made rocks set their topology additively
9 Years Ago
SpawnFilter can now filter for both allowed and required topology types
9 Years Ago
Made summit height value depend on latitude Prevented powerline poles from spawning on road by chance Fixed terrain modifier placement being slightly off
9 Years Ago
Added some scattered bushes to the roadside Made PathFinder reuse its visited map
9 Years Ago
Replaced old placeholder path texture with a color adjusted version of the new dirt texture (for now) Applied updated sand texture smoothness, specularity and height to atlas
9 Years Ago
Merge from main
9 Years Ago
Merge from main
9 Years Ago
Improved path cost calculation and path smoothing Added the appropriate topology modifiers to land rock decorfor paths to avoid them
9 Years Ago
Fixed TerrainMap.ApplyFilter flooring the upper bound Moved coordinate normalization utility methods to TerrainMeta Exposed bridge height level in TerrainPath
9 Years Ago
Merge from main
9 Years Ago
Post-merge fix
9 Years Ago
Merge from main
9 Years Ago
Refactoring and optimization
9 Years Ago
Made spanning tree handle multiple passes in a nice way Added DecorUtil class (methods for easy spawning of decor) Added powerline placeholders to roadside Made roads generate cliff topology if required when modifying the terrain around them Improved edge fadeout of terrain map area modifiers
9 Years Ago
Merge from main
9 Years Ago
Fixed spawn filter of clutter flowers
9 Years Ago
Fixed lighthouses spawning underwater
9 Years Ago
Minor code cleanup
9 Years Ago
Merged modular procedural generation from main/roads Protocol++ (network + save)
9 Years Ago
Merge from main
9 Years Ago
Decor folder cleanup
9 Years Ago
Made procedural generation fully modular (for exact control over the step order) Made static decor and monument placement part of the modular procedural generation Simplified decor system (now only used for dynamic clientside clutter, as it should be)
9 Years Ago
Added max depth to PathFinder Added road and roadside topology
9 Years Ago
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
9 Years Ago
Unified splat and overlay terrain modifiers Made paths avoid obstacles like rocks, monuments and rad towns Kept dynamic resource spawns from dithering out of their spawn areas
9 Years Ago
Made paths flatten the terrain around them Fixed that some monuments could still spawn inside each other Refactored terrain maps to use 2D and 3D base classes Added some additional set overloads to terrain maps Added methods to push / pop the current editing target to terrain maps Protocol++ (network + save)
9 Years Ago
Added process info to F1 menu if it can be retrieved on the current platform
9 Years Ago
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
9 Years Ago
Cleaned up unused code
9 Years Ago
Splat mismatch hotfix
9 Years Ago
Implemented topology, biome and color terrain map bakes and loads Made terrain map bakes handle size mismatches gracefully Removed NPCLocomotion raycast height snap fallback Fixed harmless warning in PrefabPreProcess Changed heightmap extraction from bake to runtime Enabled normalmap extraction from compressed texture Added runtime compression to colormap
9 Years Ago
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor
9 Years Ago
Added debug logs to CullCell
9 Years Ago
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor Added debug logs to RandomDynamicPrefab
9 Years Ago
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
9 Years Ago
Added some randomization to rad towns 2 and 3
9 Years Ago
Added randomized mushrooms to more trees
9 Years Ago
Fixed pointless allocations in AISense Changed AIObstacleRedirect to AISenseRedirect
9 Years Ago
Fixed ItemIcon shader being grayscale on OS X
9 Years Ago
Fixed two script class name fuckups
9 Years Ago
Missing file
9 Years Ago
Strip server-only components on client build
9 Years Ago
Removed editor checksum debug log
9 Years Ago
More layout width for the info fields in the F1 menu