userandrecancel
reporust_rebootcancel

10,550 Commits over 4,324 Days - 0.10cph!

6 Years Ago
Cherry picking 45807
6 Years Ago
Updated ring road to latest (cherry picking 44685, 44993, 44994, 45065, 45068, 45082, 45462, 45463, 45575, 45576, 45577, 45596, 45597, 45598, 45619, 45664)
6 Years Ago
When iterating on the ring road, prioritize retrying nodes with more missing paths
6 Years Ago
Subtracting 45544 cc rohan
6 Years Ago
EmissionScaledByLight takes HDR colors (RGB > 1) into account (regression from 33595 cc diogo, LightEx was changed to use HDR colors instead of intensities > 1)
6 Years Ago
Disabled ScaleWithLargeMaps on some spawn populations
6 Years Ago
Added ScaleWithLargeMaps toggle to spawn populations (can be unchecked to stop scaling a population beyond 4k maps, for example makes sense for vehicles and certain loot since their count is balanced for server pop and not map size)
6 Years Ago
Merge from main
6 Years Ago
Added pooling to firework shells (+ updated scripts to support that)
6 Years Ago
Merge from main
6 Years Ago
Reduced glossiness paramter on road materials (HDRP texture backport far too glossy on main)
6 Years Ago
Enabled trilinear filtering on the new road textures
6 Years Ago
PathInterpolator.GetTangent uses Vector3.Slerp instead of Vector3.Lerp
6 Years Ago
Fixed road_asphalt_2 missing spec map assignment
6 Years Ago
Increased supermarket and gas station target count from 2 to 3
6 Years Ago
Abandoned cabins (swamp_c) is now a tier 0 monument
6 Years Ago
BaseBoat.generate_paths is false by default when running in the editor (load times)
6 Years Ago
RustNative update (plain topology terrain generation)
6 Years Ago
Deleting Linux RustNative
6 Years Ago
Updated procedural map decor placement filters to work with plain topology
6 Years Ago
Fixed plain topology terrain paint selection name
6 Years Ago
Ring road uses 8 anchor points instead of 4 (yields better shape on large maps, remains to be tested on small maps so I might fall back to 4 on those) Slightly reduced ring road iteration step size (again, better for larger maps)
6 Years Ago
Road meshes use their path normal instead of a smoothed normal Increased tessellation of road and river meshes
6 Years Ago
Forgotten file
6 Years Ago
Renamed wasteland topology to plain (doesn't imply biome / vegetation)
6 Years Ago
Another fix for the ring road on large maps
6 Years Ago
Renamed runway topology to wasteland
6 Years Ago
Fixed ring road on 6k maps
6 Years Ago
Merge from main
6 Years Ago
Attempt to fix race condition with destroying entities
6 Years Ago
Subtracting 45203
6 Years Ago
▅ ▇▉▌▄▇ █▍▋█▌█ ▉▊▊▅ ▍▉▇▌▍▅▇▉█▉▅▌▄▇▆██▊▄▌▆▍▅ ▊▌▋█ ▅▅▆▍▅ ▉█▇▍▆▋▍▄ ▄▄ ██▆▊▌█ ▆█▄▍▊▌▌▄ █▋ ▍▅▋▅ █▅ ▊▄▆ ▊▍▆▅▊▊▄▌▆█▊▇ ▆▍▄▍▊▆▍ █▋▉▇▉▉▋▌ ▆▌▉▇▌▆ ▇▅ █▍▇▇▆▉▍▊▉▋█▊▆▊▆▋▍▊▉▉▄▊▋▉▍▌▋▄▊ ▅▌▄▍▋▉ ▍▆▌▋▌ ▋▍▋▋ ▅▄▊▊▉▋▇▅▋ ▌▅▌ ▆▋█ █▌▍▍█▍
6 Years Ago
Cave target count is now 10
6 Years Ago
Large monument target count is now 7 (even on maps larger than 4k)
6 Years Ago
Merge from main
6 Years Ago
Can no longer build and deploy on roads (currently 3 wall heights vertically and 4 meters horizontally)
6 Years Ago
Only spawn prefab mountains on 5k maps or larger (4k maps need the free space to fit the new ring road + large monuments)
6 Years Ago
Added target count to monument placement scripts to avoid placing as many as possible on larger maps (TODO: needs configuring based on average 4k map monument counts)
6 Years Ago
Fixed TerrainPlacementMap starting out disabled
6 Years Ago
Prefab mountain updates
6 Years Ago
Roadside monument updates
6 Years Ago
PlaceMonumentsRoadside now checks TerrainPlacementMap (fixes rare edge cases where roadside monuments could overlap a road behind them)
6 Years Ago
Added RemoveChildObjectsAlongPath editor tool (useful to strip terrain anchors along path in roadside monument scenes)
6 Years Ago
Roadside monument updates
6 Years Ago
Moved gas station, supermarket and warehouse to roadside monument folder
6 Years Ago
Added ring road script and roadside monument script to procedural map scene
6 Years Ago
Merge from main
6 Years Ago
Another attempt to fix nested parenting triggers TriggerParent works like TriggerParentEnclosed since that should be much more robust when sorting out overlaps / nested parenting triggers Simplified TriggerParentEnclosed (now inherits from TriggerParent) Simplified TriggerParentExclusion (since overlaps are handled by TriggerParent) Removed OnEntityEnter hack from ForceUpdateTriggers (since overlaps are handled by TriggerParent)
6 Years Ago
▍ ▉▅▅▋▆ ▇▇▋▆▋▇▇▇▌▌ ▍▌▉ ▌▉ ▌▌█ ▋█▅▇ ▉▆▌▉▄▉▍▄▋▌▋▍█ ▊▅ ▍▆▋▄█
6 Years Ago
Removing meta file that can be deleted