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10,548 Commits over 3,653 Days - 0.12cph!

6 Months Ago
train_tunnel_double_entrance_b implementation
6 Months Ago
Fixed rail network link missing from underground map
6 Months Ago
Added new rail entrance variant to cover higher terrain (fixes missing rail entrance on certain seeds)
6 Months Ago
Fixed weird circular / tight rail generation around rail entrances
6 Months Ago
Merge from rail_network_link
6 Months Ago
Merge from main
6 Months Ago
Fixed train tunnel rail entrance sometimes spawning too close to monuments
6 Months Ago
Fixed rail link sometimes overlapping elevator shafts
6 Months Ago
Merge from main
6 Months Ago
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
7 Months Ago
Merge from rail_network_link
7 Months Ago
Rail keeps more distance from monuments
7 Months Ago
Merge from rail_network_link
7 Months Ago
Regenerating all rail splines
7 Months Ago
Merge from rail_network_link
7 Months Ago
Improved ice_lake_3 terrain checks so it doesn't overlap train tunnel hatch entrance
7 Months Ago
Merge from rail_network_link
7 Months Ago
Adding back prevSign workaround
7 Months Ago
Merge from rail_network_link
7 Months Ago
Better TerrainPath cliff and decor topology handling
7 Months Ago
GenerateRailLayout paths rails closest to the ring rail first (so they aren't blocked by rails that start further from the ring rail) GenerateRailLayout cleanup for BlockedPointsAdditional TerrainPathConnect center point calculation fix in GenerateRailLayout Removing prevSign workaround from GenerateRailLayout
7 Months Ago
Pathfinder directional algorithm updated to new heuristic
7 Months Ago
PathFinder int overflow fix that led to crazy paths
7 Months Ago
Indentation fix
7 Months Ago
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7 Months Ago
Don't spawn train tunnel rail entrances if no above ground rail exists
7 Months Ago
Enforce larger distance between train tunnel stations
7 Months Ago
Train tunnel rail entrance nobuild volume
7 Months Ago
Train tunnel rail entrance can only replace train tunnel grid pieces that are replaceable (i.e. not underground train stations)
7 Months Ago
Merge from rail_network_link
7 Months Ago
Merge from experimental (rebase)
7 Months Ago
Tweaked MaxDepth and MaxFloor for caves in World Setup
7 Months Ago
Underground environment volumes now forced underground during placement Underground and building environment volumes now prevent overlaps during placement MaxDepth, MaxFloor, MaxCount are set in inspector
7 Months Ago
More prefab work (dungeon volumes, environment volumes)
7 Months Ago
Procedural cave piece tweaks Removed well_a, b and c pieces from procedural caves since they cannot be climbed back up
7 Months Ago
More procedural cave piece prefab setup
7 Months Ago
GenerateDungeonBase / AIInformationZone NRE exception fixes when some stuff isn't set
7 Months Ago
Added procedural cave generation to World Setup
7 Months Ago
Added TerrainPathConnect to procedural cave entrances
7 Months Ago
Added InfrastructureType.Cave
7 Months Ago
Initial socket setup for the cave pieces
7 Months Ago
Initial sockets for procedural cave entrances
7 Months Ago
Removing old cave prefabs, disabling Scene2Prefab on old cave scenes
7 Months Ago
ProceduralMapCave scene
7 Months Ago
Merge from rail_network_link (to avoid merge conflicts later)
7 Months Ago
Merge from main
7 Months Ago
Merge from main
7 Months Ago
Better left / right connection in GenerateRailLayout
7 Months Ago
Train tunnel terrain / topology check improvements
7 Months Ago
Tunnel entrance terrain check tweaks