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10,834 Commits over 3,867 Days - 0.12cph!

4 Years Ago
Better GenerateCliffTopology
4 Years Ago
Updated "World Setup" prefab to better handle cliff topology & splat
4 Years Ago
RustNative update (got rid of cliff / rock splat in splat map first pass)
4 Years Ago
Fixed missing cliff / building topology filter on lots of the new foliage for the procedural map
4 Years Ago
Added support for tunnel entrances inside monuments No longer spawn tunnel entrances next to monuments that already have a tunnel entrance
4 Years Ago
RustNative update (HDRP backport terrain heightmap baseline to fix coastal cliff and beach spawn issues while attempting to roughly maintain current inland heightmap)
4 Years Ago
ProceduralMapEmpty test scene for just the heightmaps
4 Years Ago
Enabling incremental GC on macOS as a test (checking if 2019.4.22 fixed it)
4 Years Ago
Compile fix
4 Years Ago
Fixed "no IPV6 support" when connecting using localhost
4 Years Ago
Unity 2019.4.22f1 Re-enabled graphics jobs on macOS (test)
4 Years Ago
Disable aurora, rainbow and lightning effects when inside train tunnels
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Fixed "LODS aren't updating during elevator rides if the player doesn't move with WASD"
4 Years Ago
Fixed TerrainPath.DungeonRoot not being set when the map is loaded from cache (blind commit since Unity is stuck on startup)
4 Years Ago
Completely disable rain / snow particle effects inside train tunnel environment volumes
4 Years Ago
Only try generating dungeon navmesh if dungeon exists
4 Years Ago
Subtracting random_opt_2
4 Years Ago
Fixed "Train entrance not connected to stair shaft" edge case (regression from 59160)
4 Years Ago
Fixed tunnel entrance not correctly avoiding underground monuments when spawning
4 Years Ago
Fixed players getting killed at the bottom of certain tunnel segments
4 Years Ago
Terrible and / or genius fix for "Misaligned corridor after entranceway elevator"
4 Years Ago
Awful fix for "Tunnel clipping into the stairwell"
4 Years Ago
Fixed 59114 (Increased train tunnel nobuild volumes slightly)
4 Years Ago
Hack / workaround to fix water always rendering in debug camera (breaks underground lighting)
4 Years Ago
Merge from main/save_204
4 Years Ago
Merge from main/Workcart
4 Years Ago
AIInformationZone and AIThinkManager are IServerComponent
4 Years Ago
Merge from main/save_204
4 Years Ago
Merge from main/save_204
4 Years Ago
Merge from main/Workcart
4 Years Ago
Merge from main/save_204
4 Years Ago
Merge from main/Workcart
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
Merge from main/Workcart
4 Years Ago
Train tunnel topology map tweaks
4 Years Ago
Increased train tunnel nobuild volumes slightly
4 Years Ago
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
4 Years Ago
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
4 Years Ago
Barricade train tunnel cells no longer spawn right next to each other
4 Years Ago
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
4 Years Ago
Train tunnel corridors are OnlyVisibleUnderground
4 Years Ago
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
4 Years Ago
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
4 Years Ago
Merge from main/Workcart
4 Years Ago
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)