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10,832 Commits over 3,867 Days - 0.12cph!

5 Years Ago
Only generate ring road on 4k maps or larger
5 Years Ago
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
5 Years Ago
Fixed road mesh being placed slightly too high when loading a map from disk
5 Years Ago
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5 Years Ago
Updating libRustNative.so (Linux server)
5 Years Ago
Fixed various cases where roadside monuments could be placed in a way that they were partially floating
5 Years Ago
Better shuffling when attempting to place roadside monuments
5 Years Ago
Restoring Linux RustNative
5 Years Ago
Removed road mesh offset of 0.01m (makes it hover too much)
5 Years Ago
Adjusted roadside monument loot spawns on tier 1 and 2
5 Years Ago
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5 Years Ago
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5 Years Ago
River mesh import settings fixes
5 Years Ago
Network++ Save++
5 Years Ago
Merge from main
5 Years Ago
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
5 Years Ago
Barren map scene updates
5 Years Ago
Only attempt to generate ring road on 3k map or larger
5 Years Ago
Cull river and road meshes at 1000m
5 Years Ago
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
5 Years Ago
Compile fix
5 Years Ago
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
5 Years Ago
Snap vertices to terrain at start and end of the path meshes Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
5 Years Ago
Don't start building the navmesh if ai.move is false and nav_wait is false (i.e. in the editor -- eliminates a lot of editor stuttering on large maps)
5 Years Ago
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
5 Years Ago
Reduced road direction randomization ("wobbliness") at layout stage by 60%
5 Years Ago
Fixed powerlines not spawning along the ring road
5 Years Ago
Reduced road terrain offset from 0.05 to 0.01 (looks better after the previous fixes)
5 Years Ago
Fixed some edge cases where the road could clip into the terrain
5 Years Ago
Removed debug logging
5 Years Ago
Tweaks
5 Years Ago
Fixed path mesh scale fuckups (fixes road and river texture tiling)
5 Years Ago
Fixed potential edge case with not blocking deployment on narrow roads
5 Years Ago
Fixed incorrect road mesh scaling along path (from the axis changes)
5 Years Ago
Updated loot on roadside monuments depending on the tier they've been place in
5 Years Ago
SpawnGroup can filter by tier to disable itself on certain tiers
5 Years Ago
Assigned monument bounds on airfield, bandit down and compound
5 Years Ago
MonumentInfo bounds are no longer ReadOnly (they're assigned by hand)
5 Years Ago
Increased min distance between caves so there are less on small maps
5 Years Ago
Bumped road mesh placement up slightly to hover 0.05m above terrain (suits the new mesh best)
5 Years Ago
Path smoothing cleanup
5 Years Ago
Updated code to new road mesh orientation
5 Years Ago
Cherry picking 44411
5 Years Ago
Intersection regression fix
5 Years Ago
Smoothing regression fix for non-circular paths
5 Years Ago
Added circular path support to path interpolator (smooth start / end transition of the ring road)
5 Years Ago
Assigned road and river meshes in the procedural map and road test scenes
5 Years Ago
Use custom mesh for road and river mesh generation (morphed along the spline) Fixed a bug in the road and riger terrain adjustment distance calculation that would cause some weird visual glitches
5 Years Ago
Better safe than sorry
5 Years Ago
Actually update save list when disabling saving in BaseFirework (added EnableSaving method similar to EnableGlobalBroadcast, moved both to BaseEntity)