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

3 Years Ago
Fixed "look rotation viewing vector zero" during underwater labs generation (caused by yesterday's changes)
3 Years Ago
Added monument topology around the long underwater lab tubes (since there can be no legs nearby, which would usually add the topology)
3 Years Ago
Added additional TerrainFilter checks to icebergs
3 Years Ago
If underwater lab ends up extremely small (less than 25 segments), retry a couple of different configurations Underwater lab seeds no longer cross contaminate other underwater lab seeds (more consistent results when things are tweaked)
3 Years Ago
Prefab updates to enable the small secondary moonpools
3 Years Ago
Fixed incorrect GenerateDungeonBase socket alignment calculation which prevented certain sockets from correctly acting as male sockets (didn't affect them as female sockets)
3 Years Ago
Better secondary moonpool code
3 Years Ago
Merge from main/Underwater_labs_September
3 Years Ago
Merge from main/underwater_lab_45_degree_corner_fix
3 Years Ago
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3 Years Ago
Merge from main/underwater_lab_45_degree_corner_fix
3 Years Ago
Fixed 45 degree corner underwater lab modules sometimes overlapping each other
3 Years Ago
Added "Submarine" to EnvironmentType (this does not do anything until added to the environment quality assets
3 Years Ago
Fixed two lab module edge cases: - labs modules spawning inside eachother - moonpool obstructed by modules spawning underneath
3 Years Ago
Fixed fishing villages sometimes spawning inside harbors Fixed fishing villages still sometimes spawning in the arctic biome
3 Years Ago
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
3 Years Ago
Merge from main
3 Years Ago
Buoyancy returns correct water depth underneath water carving volumes
3 Years Ago
Merge from save215
3 Years Ago
Network++
3 Years Ago
Merge from main
3 Years Ago
Ocean ambience blending uses curve instead of simple blend distance
3 Years Ago
Fixed duplicate DungeonBaseInfo on secondary moonpools
3 Years Ago
Added secondary moonpool entrance / exit to underwater labs Added MaxCountLocal and MaxCountGlobal to DungeonBaseLink (can specify per-lab and per-map limit for certain underwater lab modules)
3 Years Ago
Save++ Network++
3 Years Ago
Merge from main/fishing
3 Years Ago
Merge from main/train_tunnels_new_content/bypass_tunnels/new_content/train_tunnels_bypass/making_this_up_as_i_go/console_version
3 Years Ago
Merge from main/Submarine aka main/Underwater_Update
3 Years Ago
Merge from main
3 Years Ago
Merge from main
3 Years Ago
Merge from main
3 Years Ago
Added MonumentInfo to mountain and ice lake prefabs
3 Years Ago
Added "Standard Refraction With Fog" shader that works exactly like "Standard Refraction" but adds additional fog to anything that is visible through the transparent object
3 Years Ago
Removing debug log
3 Years Ago
Added pathfinding for valid boat path to fishing villages when considering spawn positions
3 Years Ago
Moved fishing villages into their own folder to separate their spawning from harbors (helps both harbors and fishing villages at finding spawn positions)
3 Years Ago
Added support to PlaceMonuments to check a valid path to the open ocean when choosing a spawn position (through adding TerrainPathConnect to the relevant monument)
3 Years Ago
Fixed lab door clipping edge case
3 Years Ago
Enforce more distance between the bottom of underwater lab modules and the terrain (foliage clipping)
3 Years Ago
Copied material parameters of Terrain.v3 to Terrain.v3_Margin
3 Years Ago
Forced advanced buoyancy check if more than 10m underwater
3 Years Ago
Added sun and moon underwater god ray color overrides
3 Years Ago
Added SunMeshBrightnessMultiplier, MoonMeshBrightnessMultiplier and AtmosphereBrightnessMultiplier to EnvironmentVolumePropertiesCollection
3 Years Ago
Underwater lab glass is more transparent (missed in 63287)
3 Years Ago
Added OceanOverrides.LightColor and LightColorMultiplier (0 = 100% underwater color, 1 = 100% sunlight color) to EnvironmentVolumePropertiesCollection
3 Years Ago
Reduced maximum floor count of underwater labs by one
3 Years Ago
Underwater lab glass uses "Standard Refraction" shader
3 Years Ago
Toggle underwater lab window material render queue depending on wheter the camera is inside or outside of the underwater labs (hacky solution to get best of both worlds)
3 Years Ago
Comment
3 Years Ago
Fixed underwater labs sometimes spawning partially inside terrain