userandrecancel
branchrust_reboot/maincancel

5,941 Commits over 4,018 Days - 0.06cph!

10 Years Ago
Protocol++ (network + save)
10 Years Ago
Merge from procgen5
10 Years Ago
Fixed SceneToPrefab not removing itself after overriding the prefab
10 Years Ago
Made ScenesToPrefabs check both the timestamp from editor preferences and the prefab file modify timestamp Made SceneToPrefab prefab replacement a bit less hacky
10 Years Ago
Fixed build postprocessing error by doing random motions in the project panel http://i.imgur.com/lz7hOlC.gif
10 Years Ago
Increased topology modifier radius of rocks 7, 9, 10 and 13 to prevent roads from going through them Increased required distance between two powerline poles Tightened shore topology to keep lighthouses from spawning very far out in the ocean Removed the ugly bridge placeholders (roads stop at the shore now, bridges will be added once we got some art) Made bridges more expensive for the road planner
10 Years Ago
Time of Day update to latest
10 Years Ago
Tweaked colormap (clientside)
10 Years Ago
Protocol++ (again)
10 Years Ago
Fixed that some rocks wouldn't spawn (incorrect prefab folder) Tweaked some spawn rules
10 Years Ago
Fixed warning
10 Years Ago
Protocol++ (network + save)
10 Years Ago
Merge from roads
10 Years Ago
Added .live-archive to ignore.conf
10 Years Ago
Refreshed texture atlas
10 Years Ago
Updated sand texture to latest version Updated snow texture to latest version Updated path texture placeholder to different placeholder (from main/roads)
10 Years Ago
Compile fix
10 Years Ago
Fixed TestLevel splats getting cleared when running the scene
10 Years Ago
Fixed spawn filter of clutter flowers
10 Years Ago
Fixed lighthouses spawning underwater
10 Years Ago
Minor code cleanup
10 Years Ago
Merged modular procedural generation from main/roads Protocol++ (network + save)
10 Years Ago
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
10 Years Ago
Unified splat and overlay terrain modifiers Made paths avoid obstacles like rocks, monuments and rad towns Kept dynamic resource spawns from dithering out of their spawn areas
10 Years Ago
Made paths flatten the terrain around them Fixed that some monuments could still spawn inside each other Refactored terrain maps to use 2D and 3D base classes Added some additional set overloads to terrain maps Added methods to push / pop the current editing target to terrain maps Protocol++ (network + save)
10 Years Ago
Added process info to F1 menu if it can be retrieved on the current platform
10 Years Ago
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
10 Years Ago
Cleaned up unused code
10 Years Ago
Splat mismatch hotfix
10 Years Ago
Implemented topology, biome and color terrain map bakes and loads Made terrain map bakes handle size mismatches gracefully Removed NPCLocomotion raycast height snap fallback Fixed harmless warning in PrefabPreProcess Changed heightmap extraction from bake to runtime Enabled normalmap extraction from compressed texture Added runtime compression to colormap
10 Years Ago
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor
10 Years Ago
Added debug logs to CullCell
10 Years Ago
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor Added debug logs to RandomDynamicPrefab
10 Years Ago
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
10 Years Ago
Added some randomization to rad towns 2 and 3
10 Years Ago
Added randomized mushrooms to more trees
10 Years Ago
Fixed pointless allocations in AISense Changed AIObstacleRedirect to AISenseRedirect
10 Years Ago
Fixed ItemIcon shader being grayscale on OS X
10 Years Ago
Fixed two script class name fuckups
10 Years Ago
Missing file
10 Years Ago
Strip server-only components on client build
10 Years Ago
Removed editor checksum debug log
10 Years Ago
More layout width for the info fields in the F1 menu
10 Years Ago
Added world seed, size and checksum to system info
10 Years Ago
Wait two frames between world generation steps to guarantee UI refresh
10 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
10 Years Ago
Made rad town placement attempt upper bound more sane
10 Years Ago
Added grass to TestLevel because why not
10 Years Ago
Added grass to LegacyLevelTerrain
10 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