userandrecancel
reporust_rebootcancel

10,828 Commits over 3,867 Days - 0.12cph!

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
Converted terrain normal map bake to tangent space (shaders need updating) Made AssetStorage override previously stored PNGs
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
10 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)
10 Years Ago
Forgot early exit if no spawnable component is present
10 Years Ago
Added spawnable component to loot barrel 2 Made spawn handler log an error if a prefab does not have a spawnable component
10 Years Ago
Unity keeps modifying this
10 Years Ago
Changed ParentRedirect to AIObstacleRedirect Strip some unused components from trees if clientside
10 Years Ago
Reapplied changeset 5154 to UIScene Split UI into pixel-perfect and scaled parts (required for FPS graph, testing for branding)
10 Years Ago
Removed some unused files from the base project folder
10 Years Ago
Fixed net_env being disabled
10 Years Ago
Scene updates to reflect SplatOverlay rename
10 Years Ago
Cleanup
10 Years Ago
Added terrain slope based flow direction to water animation (laying the foundation for proper waves)
10 Years Ago
Fixed god rays being invisible
10 Years Ago
Time of Day update to 3.0.0 prerelease 6
10 Years Ago
Never strip TOD PP shaders
10 Years Ago
Added generic uGUI graph class Converted FPS graph to uGUI
10 Years Ago
Updated standard assets to b21
10 Years Ago
Removed unused code from system info Fixed decor ordering being ambiguous for bushes Protocol++
10 Years Ago
Switched system info mono section to direct calls
10 Years Ago
Added system info tab to F1 menu
10 Years Ago
Merge from Time of Day
10 Years Ago
Unity 5 beta 21
10 Years Ago
Made atmosphere render in scene view even if the game view uses the atmosphere / aerial perspective image effect
10 Years Ago
Reverted GlobalFog to the default import (aerial perspective is now its own image effect)
10 Years Ago
Fixed water writing to depth on Windows
10 Years Ago
Subtracted revert
10 Years Ago
Merge from main
10 Years Ago
Time of Day update to 3.0.0 prerelease 5
10 Years Ago
Trying synchronous reflection probe updating to see if that fixes the reflection probe issues Tweaked water material reflection intensity
10 Years Ago
Scene updates
10 Years Ago
Updated water
10 Years Ago
Merge from Time of Day
10 Years Ago
Merge from main
10 Years Ago
Time of Day update to 3.0.0 prerelase 4 Added native support for aerial perspective Made aerial perspective depth calculation physically based Allows for fog that is unrelated to aerial perspective Combined sky and ground passes into a single pass
10 Years Ago
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
10 Years Ago
Updated water to latest version Fixed water shore fade and refraction
10 Years Ago
Hacky biome and topology map loading for TestLevel
10 Years Ago
Made monuments block other stuff from from spawning inside them as well
10 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)