userandrecancel
branchrust_reboot/maincancel

5,983 Commits over 4,413 Days - 0.06cph!

11 Years Ago
Added priority to decor scripts Added cull grid instance (still unused) Added field rocks to the arctic biome Gave rocks placement priority over bushes and made them block bush placement Tweaked rock terrain modifiers Tweaked bush scales Tweaked test cave Protocol++ (network + save)
11 Years Ago
Made monuments block other stuff from from spawning inside them as well
11 Years Ago
Hacky biome and topology map loading for TestLevel
11 Years Ago
Updated water to latest version Fixed water shore fade and refraction
11 Years Ago
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
11 Years Ago
Merge from Time of Day
11 Years Ago
Updated water
11 Years Ago
Scene updates
11 Years Ago
Trying synchronous reflection probe updating to see if that fixes the reflection probe issues Tweaked water material reflection intensity
11 Years Ago
Time of Day update to 3.0.0 prerelease 5
11 Years Ago
Merge from Time of Day
11 Years Ago
Added system info tab to F1 menu
11 Years Ago
Switched system info mono section to direct calls
11 Years Ago
Removed unused code from system info Fixed decor ordering being ambiguous for bushes Protocol++
11 Years Ago
Updated standard assets to b21
11 Years Ago
Added generic uGUI graph class Converted FPS graph to uGUI
11 Years Ago
Never strip TOD PP shaders
11 Years Ago
Time of Day update to 3.0.0 prerelease 6
11 Years Ago
Fixed god rays being invisible
11 Years Ago
Added terrain slope based flow direction to water animation (laying the foundation for proper waves)
11 Years Ago
Cleanup
11 Years Ago
Scene updates to reflect SplatOverlay rename
11 Years Ago
Fixed net_env being disabled
11 Years Ago
Removed some unused files from the base project folder
11 Years Ago
Reapplied changeset 5154 to UIScene Split UI into pixel-perfect and scaled parts (required for FPS graph, testing for branding)
11 Years Ago
Changed ParentRedirect to AIObstacleRedirect Strip some unused components from trees if clientside
11 Years Ago
Unity keeps modifying this
11 Years Ago
Added spawnable component to loot barrel 2 Made spawn handler log an error if a prefab does not have a spawnable component
11 Years Ago
Forgot early exit if no spawnable component is present
11 Years Ago
Added Prefab.LoadRandom Added GameManager.CreatePrefab overloads that take a parent transform Added RandomDecor class Made all ICullable components get removed serverside Moved mushroom prefabs to decor Added randomized mushrooms to a certain tree prefab (test)
11 Years Ago
Added level randomization scripts (toggle objects on monuments, spawn seed-synchronized clientside objects) Added missing prefab references to prefab scenes Added second ranomized entrance to radtown_small (test) Added third game manager (only used for decor if inside the editor) Fixed all decor having stripped meshes inside the editor
11 Years Ago
Added grass to LegacyLevelTerrain
11 Years Ago
Added grass to TestLevel because why not
11 Years Ago
Made rad town placement attempt upper bound more sane
11 Years Ago
Terrain map extension refactor Reduced RAM usage by making some textures readonly once they're no longer required by the CPU Reduced RAM usage by never turning biome and topology data into textures Reduced VRAM usage by compressing the normal map at runtime
11 Years Ago
Wait two frames between world generation steps to guarantee UI refresh
11 Years Ago
Added world seed, size and checksum to system info
11 Years Ago
More layout width for the info fields in the F1 menu
11 Years Ago
Removed editor checksum debug log
11 Years Ago
Strip server-only components on client build
11 Years Ago
Missing file
11 Years Ago
Fixed two script class name fuckups
11 Years Ago
Fixed ItemIcon shader being grayscale on OS X
11 Years Ago
Fixed pointless allocations in AISense Changed AIObstacleRedirect to AISenseRedirect
11 Years Ago
Added randomized mushrooms to more trees
11 Years Ago
Added some randomization to rad towns 2 and 3
11 Years Ago
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
11 Years Ago
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor Added debug logs to RandomDynamicPrefab
11 Years Ago
Added debug logs to CullCell
11 Years Ago
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor