userandrecancel
branchrust_reboot/maincancel

5,909 Commits over 3,867 Days - 0.06cph!

10 Years Ago
Prefixed native calls to prevent accidental usage in the future
10 Years Ago
Bush performance tweaks
10 Years Ago
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
10 Years Ago
Made terrain map bakes store PNGs instead of Unity assets
10 Years Ago
Tweaked summit altitude
10 Years Ago
Protocol++ (network + save)
10 Years Ago
Merge from bushes-everywhere
10 Years Ago
Fixed cave exploit that would allow to get inside a mountain
10 Years Ago
Cherry picked commit #5023 to main
10 Years Ago
Fixed server compilation (EffectRecycle)
10 Years Ago
Added more native noise backend logging
10 Years Ago
Spawn bright clutter rocks around bright decor rocks
10 Years Ago
Removed unsafe keyword from noise fallback
10 Years Ago
Added more details to the managed noise fallback exception
10 Years Ago
Improved native noise failure detection Added safemode argument (boolean)
10 Years Ago
Applied new dirt coloring to cave prefab
10 Years Ago
Updated dirt coloring under decor rocks
10 Years Ago
Protocol++ (network + save)
10 Years Ago
Merge from procgen4
10 Years Ago
Merge from radtown-prefabs
10 Years Ago
Fixed Windows build being completely fucked Protocol++ (network + save)
10 Years Ago
Fiddled in the new sand texture because the old one is killing me
10 Years Ago
Added verification (+ fallback) of the set terrain resolution to the terrain generator
10 Years Ago
Protocol++ (network + save)
10 Years Ago
Merge from procgen4
10 Years Ago
Re-enabled threading in-editor
10 Years Ago
More detailed checksum mismatch logging
10 Years Ago
Made noise library use native implementation if possible, otherwise use managed fallback
10 Years Ago
Updated ProjectVersion
10 Years Ago
Forced alphabetical order when spawning decor types Protocol++ (network + save)
10 Years Ago
Converted TerrainTreeBatch to the new fast getter and setter in b20 Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
10 Years Ago
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
10 Years Ago
Switched noise generation to managed backend (debugging)
10 Years Ago
Always log checksum if in-editor
10 Years Ago
Made procedural generation modular so that each part can be used standalone Forced GameManager prefab lists to be sorted by name for cross-compile consistency
10 Years Ago
Updated RustNative Updated prefab scenes Switched TerrainNoise to double precision (using native backend by default again) Protocol++ (network + save)
10 Years Ago
Only use native noise backend if editor, client and server
10 Years Ago
Fixed error console spam in main menu
10 Years Ago
Fixed BuildingTest scene Updated terrain map extension editor baking to store per-terrain instead of per-scene
10 Years Ago
Added editor baking support to all terrain map extensions (WIP)
10 Years Ago
Added splat modifier placement and anchor placement to TerrainModifierGenerator Updated radtown_small3 scene (not the prefab yet)
10 Years Ago
Protocol++
10 Years Ago
Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
10 Years Ago
Added direct getters to TerrainTopologyMap and TerrainBiomeMap
10 Years Ago
Added fadeout distance and placement distance parameters to terrain modifier generator Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
10 Years Ago
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
10 Years Ago
Increased sun mesh brightness and decreased moon mesh brightness to work better with bloom / lens dirt
10 Years Ago
Enabled reflection probes on OS X / Linux if in-editor (no problems there)
10 Years Ago
Reapplied reflection probe disable patch for OS X / Linux
10 Years Ago
Time of Day update to 3.0.0 prerelease 3 Tweaked SH calculations to be more in line with default lighting Set ambient color (used in bottom hemisphere) to the same as the one in default lighting Temporarily reduced reflection cubemap intensity by 75%