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9,576 Commits over 4,505 Days - 0.09cph!

4 Years Ago
Fixed roadside decor sometimes spawning too close to rail
4 Years Ago
Updating Steam server libraries (Steam networking fixes)
4 Years Ago
DLSS is temporarily forced off (causing performance issues with Unity 2020)
4 Years Ago
Various improvements when connecting monuments to the rail network
4 Years Ago
Better tangent calculation for PlaceMonumentsRailside
4 Years Ago
Magic number tweaking (this is awful, will fix later)
4 Years Ago
Moved trainyard prefab to railside monument folder
4 Years Ago
Added PlaceMonumentsRailside and GenerateRailLayout to World Setup
4 Years Ago
GenerateRailLayout doesn't fail on rail connection nodes that are surrounded by monument topology (which is usually considered blocked for rail generation)
4 Years Ago
Added rail connection points to trainyard
4 Years Ago
GenerateRailLayout initial version (connect existing monuments to rail network, like GenerateRoadLayout for roads)
4 Years Ago
Merge from experimental (Unity 2020.3.34f1)
4 Years Ago
PlaceMonumentsRailside baseline
4 Years Ago
Merge from main
4 Years Ago
Skin bundle update
4 Years Ago
SteamInventoryGen.CollectFromSkins skips items without steamCategory instead of erroring out (for spray item)
4 Years Ago
PathList has Hierarchy variable that can be set to determine type (0 = ring road / rail, 1 = side road / rail, 2 = dirt trail / rail siding)
4 Years Ago
Enabled cliff spawning in ProceduralMapRoad
4 Years Ago
Fixed certain cliff pieces sometimes spawning on rail
4 Years Ago
Try and bake AddToHeightMap into TerrainHeightMap.Bake
4 Years Ago
Cull railside and roadside client side bushes when buildings overlap them (this is load balanced through LODManager so comes with some delay)
4 Years Ago
Fixed rail siding overlap issues
4 Years Ago
Fixed junkpiles spawning on rail (can be cherry picked to main)
4 Years Ago
Initial version of rail sidings (short, parallel sections of two-lane-rail; still some overlap issues to be solved)
4 Years Ago
Fixed edge case that could cause exception at level load
4 Years Ago
Dialed back roadside / railside bush density by 40%
4 Years Ago
Temporarily removing junkpile_j from spawn list, since the prefab appears to be corrupt since the AI fix merge
4 Years Ago
Fixed edge case with side rail meeting main rail at extremely steep angle
4 Years Ago
Fixed edge case with side rail meeting main rail at extremely steep angle
4 Years Ago
Removing redundant code
4 Years Ago
Reduced "bad weather" probability: 90% of days will now be clear
4 Years Ago
Merge from rail_network_2
4 Years Ago
Merge from main
4 Years Ago
Better rail junctions
4 Years Ago
ProceduralMapRoad
4 Years Ago
Avoid sharp angles when branching off side rails
4 Years Ago
PathFinder supports custom directional algorithm that avoids tight turns Better rail / road ring generation corner / start / end point search
4 Years Ago
Cleanup, tweaks
4 Years Ago
Rail branching start and end points are exactly on a spline node (for billb)
4 Years Ago
Improved all types of intersections (more work to do) Resolved some issues with the base spline for billb
4 Years Ago
Fixed initial entity snapshot not getting sent at timestamp 0 when starting a new demo record, meaning entities won't exist until after the first frame (server side fix)
4 Years Ago
Global tree billboards work in demos (maybe, needs testing)
4 Years Ago
Moved roadside / railside foliage to decor system (this can be cherry picked to main with a network++)
4 Years Ago
Merge from main
4 Years Ago
Better rail /rail and road / road intersections
4 Years Ago
Smoother rail branching transitions and rail / road intersections
4 Years Ago
Roads, rails and rivers are now resampled after smoothing
4 Years Ago
Roads, rails and rivers are now considered splines (resulting in smoother meshes)
4 Years Ago
Rail branching progress, path resampling experiments
4 Years Ago
Rail branching progress