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9,179 Commits over 2,740 Days - 0.14cph!

59 Days Ago
Added additional TerrainFilter checks to icebergs
59 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)
59 Days Ago
Prefab updates to enable the small secondary moonpools
59 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)
59 Days Ago
Better secondary moonpool code
59 Days Ago
Merge from main/Underwater_labs_September
59 Days Ago
Merge from main/underwater_lab_45_degree_corner_fix
2 Months Ago
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2 Months Ago
Merge from main/underwater_lab_45_degree_corner_fix
2 Months Ago
Fixed 45 degree corner underwater lab modules sometimes overlapping each other
2 Months Ago
Added "Submarine" to EnvironmentType (this does not do anything until added to the environment quality assets
3 Months Ago
Fixed two lab module edge cases: - labs modules spawning inside eachother - moonpool obstructed by modules spawning underneath
3 Months Ago
Fixed fishing villages sometimes spawning inside harbors Fixed fishing villages still sometimes spawning in the arctic biome
3 Months Ago
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
3 Months Ago
Merge from main
3 Months Ago
Buoyancy returns correct water depth underneath water carving volumes
3 Months Ago
Merge from save215
3 Months Ago
Network++
3 Months Ago
Merge from main
3 Months Ago
Ocean ambience blending uses curve instead of simple blend distance
3 Months Ago
Fixed duplicate DungeonBaseInfo on secondary moonpools
3 Months 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)
3 Months Ago
Save++ Network++
3 Months Ago
Merge from main/fishing
3 Months Ago
Merge from main/train_tunnels_new_content/bypass_tunnels/new_content/train_tunnels_bypass/making_this_up_as_i_go/console_version
3 Months Ago
Merge from main/Submarine aka main/Underwater_Update
3 Months Ago
3 Months Ago
Merge from main
3 Months Ago
Merge from main
3 Months Ago
Added MonumentInfo to mountain and ice lake prefabs
3 Months 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
3 Months Ago
Removing debug log
3 Months Ago
Added pathfinding for valid boat path to fishing villages when considering spawn positions
3 Months Ago
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
3 Months 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)
3 Months Ago
Fixed lab door clipping edge case
3 Months Ago
Enforce more distance between the bottom of underwater lab modules and the terrain (foliage clipping)
3 Months Ago
Copied material parameters of Terrain.v3 to Terrain.v3_Margin
3 Months Ago
Forced advanced buoyancy check if more than 10m underwater
3 Months Ago
Added sun and moon underwater god ray color overrides
3 Months Ago
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
3 Months Ago
Underwater lab glass is more transparent (missed in 63287)
3 Months Ago
Added OceanOverrides.LightColor and LightColorMultiplier (0 = 100% underwater color, 1 = 100% sunlight color) to EnvironmentVolumePropertiesCollection
3 Months Ago
Reduced maximum floor count of underwater labs by one
3 Months Ago
Underwater lab glass uses "Standard Refraction" shader
3 Months 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)
3 Months Ago
Comment
3 Months Ago
Fixed underwater labs sometimes spawning partially inside terrain
3 Months 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)
3 Months Ago
Fixed NRE spam in edit mode after running the scene