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10,831 Commits over 3,867 Days - 0.12cph!

10 Years Ago
Reduced overhang density Tweaked river rock density and dithering
10 Years Ago
Made hangar and metal building monuments into two new radtowns with loot Removed brick building monument Removed floating sign and some missing prefabs / empty game objects from radtown_small_1
10 Years Ago
Reduced ore cluster size
10 Years Ago
Merge from main
10 Years Ago
Fixed roadside placement delta being too high
10 Years Ago
Cleanup
10 Years Ago
Mountain blending tweak
10 Years Ago
Bridge tweaks
10 Years Ago
Added blended topology to cave
10 Years Ago
Terrain raycast tweaks
10 Years Ago
Added blended topology type Optimized terrain raycasting step
10 Years Ago
Merge from main
10 Years Ago
Increased heightmap resolution to be in line with the custom 4k map Removed splat based height offset
10 Years Ago
Missing file
10 Years Ago
Improved bridge terrain adjustments
10 Years Ago
Changed checksum calculation to topology-only Include full topology map in checksum rather than checkerboard pattern
10 Years Ago
Apply decor components on riverside and roadside decor
10 Years Ago
Scale river depth with terrain slope
10 Years Ago
Improved roadside decor placement
10 Years Ago
Some code cleanup in monument / mountain terrain placement Added terrain memory usage to F1 menu world info
10 Years Ago
Allow clients to call data.export
10 Years Ago
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time
10 Years Ago
Removed trigger hack from TreeMesh
10 Years Ago
ST cleanup Removed bush triggers as they're added incorrectly
10 Years Ago
Multiply constant fog color with light color grayscale value
10 Years Ago
Added data.export admin command (exports terrain data as RAW files)
10 Years Ago
PrefabAttribute tweaks Mountain terrain blending tweaks Replaced monument terrain blending with a system similar to mountain blending (WIP, no splat support yet) Rock layer fixes (grass can grow on certain rocks again) Road planner improvements Reallowed diagonals in road planner Tweaked bridge cost in road planner Protocol++ (network + save)
10 Years Ago
Replaced effects.grass toggle with grass.quality slider
10 Years Ago
Added terrain out of bounds check to TerrainAnchor (only affects very few seeds where the mountain would be placed partially outside of the world)
10 Years Ago
More INeedsToStartDisabled
10 Years Ago
Added INeedsToStartDisabled to a bunch of scripts
10 Years Ago
Tree optimizations Protocol++ (network)
10 Years Ago
Second Windows path fuckup
10 Years Ago
Reverted possible Windows path fuckup which shouldn't have been committed in the first place
10 Years Ago
Memory optimizations
10 Years Ago
Prefab cleanup
10 Years Ago
Fixed spawn population filters (/blame changeset 7129)
10 Years Ago
Disabled PVT by default as it doesn't seem to improve FPS for most people
10 Years Ago
Disabled shader preloading
10 Years Ago
Added "done" status to loading screen after all terrain components have been initialized
10 Years Ago
Removed some unused empty folders
10 Years Ago
Tweaked rock material terrain blending parameters
10 Years Ago
Prefab auto-updates (some serialized properties were removed it seems)
10 Years Ago
Tweaked road terrain adjustments Tweaked rock topology radii Increased distance between two cliff meshes by 50% Protocol++ (network + save)
10 Years Ago
Prefab didn't save
10 Years Ago
Fixed the occasional spawn inside rocks
10 Years Ago
Fixed some tree types spawning indefinitely Added failsafe for future fuckups of this sort
10 Years Ago
Suddenly a few more shader variants appeared... okay.
10 Years Ago
Shader preloading with ShaderVariants asset (Shader.WarmumAllShaders only preloads the current scene and loaded resources) Startup crash on OSX debugging Wait two frames after updating UI in bootstrapping (this is required in the terrain generator, so probably also here)
10 Years Ago
Tweaked path texture scale