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Fixed tunnel entrance position offset not being correctly eliminated when the tunnel entrance was rotated
Changed tunnel entrance environment volume from underground to building
Tunnel train station prefab updates to include the corridor transition meshes
Tunnel entrqance prefab environment / water / terrain volumes
Updated dungeon_grid_test scene to use the proper tunnel entrance prefabs
Tunnel entrance prefab update to include greybox mesh
Corridor prefab environment / water / terrain volumes
Tunnel corridor prefab updates
Tunnel corridors now align perfectly (snapping start point to the 3m grid horizontally, 1.5m grid vertically, then picking tunnel pieces near the end so everything connects perfectly)
Scene updates (added tunnel corridors)
Tunnel station and entrance pefab updates
Initial version of corridor connection between underground train stations and above ground tunnel entrances
Train tunnel entrance spawn adjustments
Added selection for preferred distance from same and other monument types when spawning monuments
Added selection for preferred road type when spawning roadside monuments
Fixed GenerateDungeons ignoring roadside monuments
Plugged alt curve pieces, alt straight pieces and left / right transitional pieces into the train tunnel generation
Prefab and scene updates to support train tunnel variants and train tunnel transitional pieces (using placeholder meshes)
Added left / right variant support to GenerateDungeon
Added transitional piece support to GenerateDungeon (to spawn a transitional prefab when it's impossible to match the exact variant)
Added train tunnel network to procedural maps (both the above ground entrance prefabs and their placement is temporary)
Added CheckEnvironmentVolumesInsideTerrain to ensure environment volumes don't poke out of terrain
Ensure GenerateDungeon always places its result underground
Added underground volume / terrain trigger / water trigger to tunnel pieces
Plugging the new prefabs into dungeon_grid_test
GenerateDungeon initial version to generate tunnel networks (see dungeon_grid_test scene)
Roof conditional corners only apply when the roof tiers match
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Enabled grass displacement by default, renamed convar to grass.displacement (from grass.displace) to ensure old config values are ignored
NRE fix in BaseMelee.PlayerAttack when hitting world with a melee weapon
Added WorldSpaceGrid.IndexToGridCoords / IndexToWorldCoords / Copy
PathFinder.FindClosestWalkable bounds checks
TerrainMeta.InitNoTerrain also sets Position and OneOverSize
Meta file upper / lower case fix (part 2)
Meta file upper / lower case fix (part 1)
Committing game manifest prefab auto-updates
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare
Do I understand why? No.
Do the docs explain why? Also, no.
Does it fix the bug? Seems to.
Added "Assets/Prefabs/Reserialize Selected Prefabs"
Fixed spawn handler setting spawn population reference on the prefab instead of the instance (made purchased entities count towards wild entities)
EffectRecycle tweak to ensure we're not reimporting things accidentally on the build server all the time
Committing GameManifest LootSpawn generated files (build time debugging)
Committing some more prefab auto-updates
EffectRecycle tweak to avoid prefabs thinking they've been edited in DoPrepare when they weren't (probably doesn't do anything)
Moved ViewmodelClothing ForceLabel from OnValidate to DoPrepare
Moved Model ForceLabel from OnValidate to DoPrepare
Reserialized prefabs in Assets/Prefabs (counting 5355)
Reserialized prefabs in Assets/bundled/Prefabs/fx (all 1092 of them)
Explicitly running PreparePrefabs on all prefabs (only changed 8 files though)
Merge from prefab_build_optimizations (this doesn't do anything on its own, it's just an editor tool)
Added support for maxreceivetime to Steam Networking
Refreshed Prefabs.txt and Prefabs.unity for the SDK