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10,922 Commits over 3,959 Days - 0.11cph!

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
4 Years Ago
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4 Years Ago
No longer attempt to place 80 (!) countryside tunnel entrances, taking 155 seconds
4 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (Scene2Prefab)
4 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (prefabs)
4 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (code)
4 Years Ago
Updating dungeon grid test scene
4 Years Ago
Fixed error update in GenerateDungeon, leading to incorrect corridor end positions
4 Years Ago
Merge from 360_stairwell
4 Years Ago
Implementation
4 Years Ago
More prefab work
4 Years Ago
Stairwell bottom 360 degree prefabs
4 Years Ago
Merge from main
4 Years Ago
Skin update
4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
Merge from main
4 Years Ago
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4 Years Ago
Merge from main
4 Years Ago
Fixed issues with world networking (introduced with monument_prioritization)
4 Years Ago
Merge from monument_prioritization
4 Years Ago
Alistair approved: Changed mining_quarry_c monument to default priority (was set to high) to match the other quarries
4 Years Ago
Alistair approved: Changed giant excavator monument to default priority (was set to highest from back when it was first added)
4 Years Ago
Merge from HDRP_Art_Backport
4 Years Ago
Updated PlaceMonumentsRoadside to offer similar distance parameters to PlaceMonuments
4 Years Ago
Monument distance tweaks
4 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
4 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)
4 Years Ago
Fixed another edge case that could make rivers overlap each other
4 Years Ago
Fixed harbors and fishing villages spawning at ridiculous slopes
4 Years Ago
Merge from backport_bugfixes
4 Years Ago
Fixed tunnel network gap when two stations were placed right next to each other and a tunnel tried to cross them (seed 1791348891 size 3500)
4 Years Ago
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
4 Years Ago
Subtracting 61639 (should've gone on a branch)
4 Years Ago
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
4 Years Ago
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4 Years Ago
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4 Years Ago
Updated RustNative (Removed old "inland" noise since it was causing some excessively steep slopes)
4 Years Ago
Terrain anchors prefer above-ocean-level spawn altitude if possible
4 Years Ago
Merge from unity_2020.3.7
4 Years Ago
Unity 2020.3.7f1
4 Years Ago
Cherry picking 61164 & 61218
4 Years Ago
Subtracting 60974 and 60975
4 Years Ago
Re-enabling graphics jobs on macOS (done experimenting)
4 Years Ago
Disabling graphics jobs on macOS for better profiling
4 Years Ago
FIxed harbor_2 never spawning
4 Years Ago
Fixed server NRE in BiomeVisuals, added comment to explain why this even exists on the server