userandrecancel
reporust_rebootcancel

11,009 Commits over 4,048 Days - 0.11cph!

10 Years Ago
Merge from main
10 Years Ago
Post-merge fix
10 Years Ago
Merge from main
10 Years Ago
Refactoring and optimization
10 Years Ago
Made spanning tree handle multiple passes in a nice way Added DecorUtil class (methods for easy spawning of decor) Added powerline placeholders to roadside Made roads generate cliff topology if required when modifying the terrain around them Improved edge fadeout of terrain map area modifiers
10 Years Ago
Merge from main
10 Years Ago
Fixed spawn filter of clutter flowers
10 Years Ago
Fixed lighthouses spawning underwater
10 Years Ago
Minor code cleanup
10 Years Ago
Merged modular procedural generation from main/roads Protocol++ (network + save)
10 Years Ago
Merge from main
10 Years Ago
Decor folder cleanup
10 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)
10 Years Ago
Added max depth to PathFinder Added road and roadside topology
10 Years Ago
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
10 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
10 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)
10 Years Ago
Added process info to F1 menu if it can be retrieved on the current platform
10 Years Ago
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
10 Years Ago
Cleaned up unused code
10 Years Ago
Splat mismatch hotfix
10 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
10 Years Ago
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor
10 Years Ago
Added debug logs to CullCell
10 Years Ago
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor Added debug logs to RandomDynamicPrefab
10 Years Ago
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
10 Years Ago
Added some randomization to rad towns 2 and 3
10 Years Ago
Added randomized mushrooms to more trees
10 Years Ago
Fixed pointless allocations in AISense Changed AIObstacleRedirect to AISenseRedirect
10 Years Ago
Fixed ItemIcon shader being grayscale on OS X
10 Years Ago
Fixed two script class name fuckups
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