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44 Commits over 59 Days - 0.03cph!

28 Days Ago
Vine swinging trees TerrainTopologySet -> TerrainTopologyAdd to preserve existing topology (fixes removing topologies that cull water etc)
28 Days Ago
Enforce 50 min distance to other monuments for jungle, tiny and train tunnel entrance monuments
35 Days 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)
36 Days Ago
SpawnPopulationBase.DeleteEntities logs warning if it encounters a destroyed gameobject or an invalid entity instead of throwing an exception
36 Days Ago
Train tunnel entrance bunker terrain anchor fixes
40 Days Ago
Merge from main
40 Days 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
40 Days Ago
Fixed vine trees spawning too close to roads, rails and rivers
40 Days Ago
Fixed some rock formations not spawning in jungle biome
40 Days Ago
Added jungle ore populations (needs balancing)
40 Days 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)
40 Days Ago
Remove ai.move and world.cache from Procedural Map editor startup parameters as it's a pain for testing world gen
41 Days Ago
Fixed AmbientLightLOD.ChangeLOD skipping an update if only targetIntensity changed, not the distance (problematic if triggered by LightGroupAtTime)
41 Days Ago
Added jungle biome to ore node spawn filter
41 Days 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
42 Days Ago
Avoid river, lake, swamp, road, rail topology for player spawns
42 Days Ago
MaterialConfig supports jungle biome
42 Days Ago
Facepunch.Rust.Analytics.Azure.GetBiome has jungle biome
42 Days Ago
ClimateOverlay has jungle biome
42 Days Ago
Compile fix
43 Days Ago
MovementSoundTrigger.DoPrepare now logs an error instead of a warning MovementSoundTrigger.ChangeLOD no longer throws an exception at runtime
54 Days Ago
Changeset 117626 optimizations (river / rail / road intersections)
56 Days Ago
Fixed some rail / road / river intersection issues
56 Days Ago
River source improvements
57 Days Ago
River source prefab minor fixes
57 Days Ago
Rivers scale up their width faster
57 Days Ago
Fixed many large rivers not getting placed due to bug in river end topology check
57 Days Ago
Jungle river reeds (reusing old assets for now)
57 Days Ago
River generation improvements
57 Days Ago
Include jungle biome in world config
57 Days Ago
Ensure full river target count is placed outside jungle, in addition to any river candidates inside jungle
57 Days 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
2 Months Ago
Merge from main
2 Months Ago
Accept any rivers that end in the jungle biome beyond the typical max river count Reduced min distance between rivers a bit
2 Months Ago
Spawn 3 copies of ue_jungle_swap_a for now until we get more variants
2 Months Ago
Added refresh_foliage console command
3 Months Ago
Added jungle swamps to World Setup prefab
3 Months Ago
Fixed several sound trigger references on new jungle foliage
3 Months Ago
Jungle foliage prefab DoPrepare
3 Months Ago
Manifest
3 Months Ago
Merge from main
3 Months Ago
Jungle avoids even more transition areas from temperate to other biomes
3 Months Ago
Merge from jungle_ruins
3 Months Ago
Merge from jungle_ruins