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10,834 Commits over 3,867 Days - 0.12cph!

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
Made terrain tree meshes spawn in OnEnable and despawn in OnDisable (instead of Awake and OnDestroy)
10 Years Ago
Added TerrainModifierGenerator editor script Added fast single-pixel fallback if radius is zero to all terrain modifiers Added resolution setup to terrain meta inspector
10 Years Ago
Added opacity parameter to all terrain modifiers Implemented global pass in all terrain modifiers
10 Years Ago
Added checksum verification on connect
10 Years Ago
Added "Blocked" terrain topology type Added TerrainTopologySet terrain modifier
10 Years Ago
Added checksum to connection approval protobuf
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
Added per-instance seed offset to all decor spawners to increase cross-instance spread
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%
10 Years Ago
Fixed NRE in NPCAI
10 Years Ago
Made SpanningTree capable of handling multiple disconnected subtrees
10 Years Ago
Added TerrainMeta inspector
10 Years Ago
Switched default in-editor compilation settings back to CLIENT+SERVER
10 Years Ago
Made setting up terrain extensions a bit less horrible Forced TerrainMeta to be present on terrains with extensions
10 Years Ago
Added dummy implementation of ServerConsole on OS X / Linux
10 Years Ago
Fixed cloud shader compilation on Windows
10 Years Ago
Time of Day update to 3.0.0 prerelease 2 Updated PlayerNameTag and AtmosphericBlend
10 Years Ago
Removed Google Analytics tooltip attribute and drawer as they override and break the default Unity tooltip attribute
10 Years Ago
Updated MenuBackground scene
10 Years Ago
Tweaked fog densities to work better with the updated scattering intensities (a physically based calculation will probably be required at some point)
10 Years Ago
Time of Day update to 3.0.0 prerelease 1 Added improved atmospheric scattering with planet shadowing Added horizon clouds Updated PlayerNameTag and AtmosphericBlend to work with the new version of Time of Day
10 Years Ago
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap Added IntrusiveLinkedList, implemented by PathFinder.Node
10 Years Ago
Made terrain config get stored in an asset to be reused in all scenes
10 Years Ago
Updated water to latest version Added separate pass for beneath the water surface
10 Years Ago
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10 Years Ago
Disabled reflection probes on OS X and Linux to keep objects from being solid black (known issue: water is now white)
10 Years Ago
Updated water to latest version
10 Years Ago
Time of Day update to 2.3.5 prerelease 3 Added alternative higher-quality scattering model (still unused for now)
10 Years Ago
Time of Day update to 2.3.5 prerelease 2 Updated sky prefab Updated AtmosphericBlend
10 Years Ago
Tweaked day / night cycle to keep some of the aspects the recent bug caused, just in a non-buggy way
10 Years Ago
Time of Day update to 2.3.5 prerelease 1 Fixed nighttime progressing incredibly slowly