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branchrust_reboot/main/jungle_updatecancel

44 Commits over 59 Days - 0.03cph!

12 Months Ago
Vine swinging trees TerrainTopologySet -> TerrainTopologyAdd to preserve existing topology (fixes removing topologies that cull water etc)
12 Months Ago
Enforce 50 min distance to other monuments for jungle, tiny and train tunnel entrance monuments
1 Year Ago
Applying some properties that were modified in Procedural Map scene to the World Setup prefab Keep at least 50m distance from harbors to other monuments (fixes harbor spawning too close to jungle swamp)
1 Year Ago
SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
1 Year Ago
Train tunnel entrance bunker terrain anchor fixes
1 Year Ago
Merge from main
1 Year Ago
Applying 118767 to the correct spawn prefab (avoid river, lake, swamp, road, rail topology for player spawns) TODO: Find out why we have spawn.v3 and spawn.procmap.v3
1 Year Ago
Fixed vine trees spawning too close to roads, rails and rivers
1 Year Ago
Fixed some rock formations not spawning in jungle biome
1 Year Ago
Fixed ancient bug in DensitySpawnPopulation that led to much more respawn attempts being required when filling the populations (similar to what changeset 118962 did for character spawns)
1 Year Ago
Added jungle ore populations (needs balancing)
1 Year Ago
Remove ai.move and world.cache from Procedural Map editor startup parameters as it's a pain for testing world gen
1 Year Ago
Fixed AmbientLightLOD.ChangeLOD skipping an update if only targetIntensity changed, not the distance (problematic if triggered by LightGroupAtTime)
1 Year Ago
Added jungle biome to ore node spawn filter
1 Year Ago
Fixed SpawnHandler.CharacterSpawn.TopologyNot filter not working if cutoff is set to 0 (fixes spawning inside rivers) Added additional exact spawn filter check when picking player spawn position in case quadtree resolution doesn't suffice
1 Year Ago
Avoid river, lake, swamp, road, rail topology for player spawns
1 Year Ago
MaterialConfig supports jungle biome
1 Year Ago
Facepunch.Rust.Analytics.Azure.GetBiome has jungle biome
1 Year Ago
ClimateOverlay has jungle biome
1 Year Ago
Compile fix
1 Year Ago
MovementSoundTrigger.DoPrepare now logs an error instead of a warning MovementSoundTrigger.ChangeLOD no longer throws an exception at runtime
1 Year Ago
Changeset 117626 optimizations (river / rail / road intersections)
1 Year Ago
Fixed some rail / road / river intersection issues
1 Year Ago
River source improvements
1 Year Ago
River source prefab minor fixes
1 Year Ago
Rivers scale up their width faster
1 Year Ago
Fixed many large rivers not getting placed due to bug in river end topology check
1 Year Ago
Jungle river reeds (reusing old assets for now)
1 Year Ago
River generation improvements
1 Year Ago
Include jungle biome in world config
1 Year Ago
Ensure full river target count is placed outside jungle, in addition to any river candidates inside jungle
1 Year Ago
RustNative update (jungle biome improvements) Jungle biome now works on all map sizes Jungle biome now less torn apart (mostly one continuous area) Jungle biome now larger overall
1 Year Ago
Merge from main
1 Year Ago
Accept any rivers that end in the jungle biome beyond the typical max river count Reduced min distance between rivers a bit
1 Year Ago
Spawn 3 copies of ue_jungle_swap_a for now until we get more variants
1 Year Ago
Added refresh_foliage console command
1 Year Ago
Added jungle swamps to World Setup prefab
1 Year Ago
Fixed several sound trigger references on new jungle foliage
1 Year Ago
Jungle foliage prefab DoPrepare
1 Year Ago
Manifest
1 Year Ago
Merge from main
1 Year Ago
Jungle avoids even more transition areas from temperate to other biomes
1 Year Ago
Merge from jungle_ruins
1 Year Ago
Merge from jungle_ruins