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

4 Years Ago
Particle grid takes list of prefabs instead of loading them from a folder Adjusted weather particle effect collision parameters
4 Years Ago
Merge from main
4 Years Ago
Skin bundle update
4 Years Ago
Merge from main
4 Years Ago
Merge from particle_grid
4 Years Ago
Weather particle effects follow camera altitude when flying
4 Years Ago
Reduce weather particle effect emission rate with increasing distance from the camera Reduce weather particle effect update rate and distribute over multiple frames
4 Years Ago
Cherry picking 54999
4 Years Ago
addtime console command uses more human readable formatting (default unit is now hours instead of days, can optionally postfix s / m / h / d / w / M / Y to specify different unit)
4 Years Ago
Fixed initial burst of snowflakes on spawn (destroyed snowflakes with facts and logic)
4 Years Ago
ParticleSpawn tweak
4 Years Ago
Backporting ParticleSpawn / ParticlePatch changes to DecorSpawn / DecorPatch
4 Years Ago
Spawn weather particle effects on a grid, opens the door to various optimizations
4 Years Ago
Convar tweaks
4 Years Ago
Restored weather.rain and weather.wind convars
4 Years Ago
Fixed sky dome prefab having a fogginess of 3e-45 saved
4 Years Ago
Weather report tweak
4 Years Ago
Fixed that weather convar overrides would be clamped to 1
4 Years Ago
Better weather seed / randomization
4 Years Ago
Added weather.load convar to load a specific weather preset Added weather.reset convar to reset to dynamic weather Added replicated convars for all the individual weather parameters (modding / events)
4 Years Ago
New preset based (and artist controlled) weather type system that exposes all atmosphere and cloud sky parameters (rip programmer art)
4 Years Ago
Sky dome prefab serialization auto updates (for cleaner diffs when we tweak it from here on out)
4 Years Ago
Restored rain chance (10%)
4 Years Ago
Fixed fog hiding clouds in the max rain weather state
4 Years Ago
Plugged new rain and snow particle effect prefabs into the rain and snow system
4 Years Ago
Merge from main
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
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4 Years Ago
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4 Years Ago
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4 Years Ago
Fixed roads sometimes going crazy (underwater, over cliffs, through monuments) at monument start / end points
4 Years Ago
Merge from main
4 Years Ago
▊▅▉▌▉▅▇▊▇▇ ▌ ▋▌▊▇▊▄ █▅ ▊▊▅▆▆▅▄ ▉▇▋▄▆ ▅▊ ▆█▌ ▋▇▍▅▅▆▄▌▊▄ ▄▋▇▋▋, ██▌▅█ ▍▇ ▊▉▊▄ ▍▆▄▊▅ ▉▅▉▌ ▋█▄▉ ▇▅▇▉▅▄▋▍▄ ▆▌▊▌▄ ▄▍█ ▊██ ▅▇▋▌ ▍▍ █▊ ▋▌▄▍▇▆▌▆
4 Years Ago
Trainyard terrain anchor tweaks (fixes occasional steep cliff in front of road access point, which would cause weird roads)
4 Years Ago
Allow 1 out of the 4 corners of a monument to slightly reach into a neighboring tier when finding spawn locations for them
4 Years Ago
Power lines can end at ring road (massively speeds up power line layout generation on large maps)
4 Years Ago
Fixed edge case that was causing duplicate road connections on a single monument road connection point
4 Years Ago
Monument scene updates (smoother road connections, some additional trail connections)
4 Years Ago
Merge from main
4 Years Ago
Added push field support to path finder Secondary road connections are pushed away from the monument they originate from (prefer connections to other monuments)
4 Years Ago
Cleanup
4 Years Ago
Fixed fishing villages still sometimes spawning on islands
4 Years Ago
Added support for secondary / redundant road connections to the road layout generation Ensure all monument road connection points are connected to a road if at all possible, leading to a larger and more continuous road network
4 Years Ago
Fixed that the first monument that was placed (usually a harbor) would nearly never be connected to the road network
4 Years Ago
Trails use same costmap resolution as roads (allows them to find paths from much further away)