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10,535 Commits over 4,232 Days - 0.10cph!

4 Years Ago
Underwater foliage is now allowed to spawn on underwater offshore monument topology (forgotten files)
4 Years Ago
Added monument topology to underwater labs Underwater foliage is now allowed to spawn on underwater offshore monument topology
4 Years Ago
Fixed legs and vertical end pieces not spawning on procedural maps (regression)
4 Years Ago
Fixed end caps sometimes overlapping other segments Fixed segments sometimes colliding with terrain
4 Years Ago
Changed some forgotten underwater lab environment volume types from underground to building
4 Years Ago
Removed dungeon block volume from hatch tube end
4 Years Ago
Changed underwater lab environment volume type from underground to building
4 Years Ago
Procedural underwater lab placement tweaks
4 Years Ago
Added initial version of underwater labs to procedural maps
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
Skin bundle update
4 Years Ago
Underwater lab moonpool ladder socket fix
4 Years Ago
Underwater lab prefab setup: tube, leg and end pieces
4 Years Ago
Underwater lab test scene updates
4 Years Ago
Underwater lab procedural generation progress
4 Years Ago
Underwater lab conditionals prefab tweaks
4 Years Ago
Fixed WaterOverlay NRE on maps without water
4 Years Ago
Underwater lab conditionals prefab updates
4 Years Ago
Underwater lab autospawn prefabs
4 Years Ago
Unterwater lab prefab updates (socket adjustments)
4 Years Ago
Underwater lab test scene
4 Years Ago
Underwater lab generation baseline / proof of concept
5 Years Ago
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5 Years Ago
No longer attempt to place 80 (!) countryside tunnel entrances, taking 155 seconds
5 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (Scene2Prefab)
5 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (code)
5 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (prefabs)
5 Years Ago
Updating dungeon grid test scene
5 Years Ago
Fixed error update in GenerateDungeon, leading to incorrect corridor end positions
5 Years Ago
Merge from 360_stairwell
5 Years Ago
Implementation
5 Years Ago
More prefab work
5 Years Ago
Stairwell bottom 360 degree prefabs
5 Years Ago
Merge from main
5 Years Ago
Skin update
5 Years Ago
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5 Years Ago
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5 Years Ago
Fixed issues with world networking (introduced with monument_prioritization)
5 Years Ago
Merge from monument_prioritization
5 Years Ago
Alistair approved: Changed mining_quarry_c monument to default priority (was set to high) to match the other quarries
5 Years Ago
Alistair approved: Changed giant excavator monument to default priority (was set to highest from back when it was first added)
5 Years Ago
Merge from HDRP_Art_Backport
5 Years Ago
Updated PlaceMonumentsRoadside to offer similar distance parameters to PlaceMonuments
5 Years Ago
Monument distance tweaks
5 Years Ago
Full rewrite of monument prefab prioritization when determining their spawn locations and which monuments not to spawn if there isn't enough space for all of them
5 Years Ago
Don't spawn harbors in tight places where they end up adjusting the coastline opposite to them (looks bad, leads to glitchy topologies)
5 Years Ago
Fixed another edge case that could make rivers overlap each other
5 Years Ago
Fixed harbors and fishing villages spawning at ridiculous slopes
5 Years Ago
Merge from backport_bugfixes