userandrecancel
reporust_rebootcancel

10,480 Commits over 4,171 Days - 0.10cph!

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
Converted terrain normal map bake to tangent space (shaders need updating) Made AssetStorage override previously stored PNGs
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
11 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
11 Years Ago
Splat mismatch hotfix
11 Years Ago
Cleaned up unused code
11 Years Ago
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
11 Years Ago
Added process info to F1 menu if it can be retrieved on the current platform
11 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)
11 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
11 Years Ago
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
11 Years Ago
Added max depth to PathFinder Added road and roadside topology
7 Years Ago
Moved everything on the occluder layer to the invisible layer (occluder layer is no longer in use or functional)
11 Years Ago
Made procedural generation fully modular (for exact control over the step order) Made static decor and monument placement part of the modular procedural generation Simplified decor system (now only used for dynamic clientside clutter, as it should be)
11 Years Ago
Decor folder cleanup
11 Years Ago
Merge from main
11 Years Ago
Merged modular procedural generation from main/roads Protocol++ (network + save)
11 Years Ago
Minor code cleanup