userandrecancel

10,659 Commits over 4,566 Days - 0.10cph!

12 Years Ago
Updated RustNative Updated noise bindings Updated heightmap generation
12 Years Ago
Porting over a shitton of new assets to the procedural map Cleaning up some shit
12 Years Ago
Merge from main
12 Years Ago
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
12 Years Ago
Align swimming decor to world up vector
12 Years Ago
Cleanup
12 Years Ago
Missing file
12 Years Ago
Removed noise from alpha setter Cleaned up some code Exposed some alignment options in all procedural placement scripts Fixed an issue where terrain anchors would reject suitable positions Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
12 Years Ago
Updated prefab scenes
12 Years Ago
Allowed grass to grow on top of caves Fixed mountain prefab
12 Years Ago
Fixed that the terrain raycasting step would override some snow Tweaked some terrain raycasting parameters
12 Years Ago
Ported the new cliff assets to the procedural map
12 Years Ago
Ported new overhang assets to the procedural map
12 Years Ago
Tweaked micro cliff placement
12 Years Ago
Made forests in the temperate and arctic biomes bigger
12 Years Ago
Tweaked sand splat mapping
12 Years Ago
Grass placement rule tweak
12 Years Ago
Refactored ProceduralComponent system to use two passes (pre pass and final pass) Increased river vertex count Generate river mesh in procedural final pass Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab Removed some hacky code that's no longer required from the decor and monument placement scripts
12 Years Ago
Tweaked path side placement
12 Years Ago
Roadside / riverside tweak
12 Years Ago
Cliff topology tweaks
12 Years Ago
Rock and cliff tweaks
12 Years Ago
Removed default normal alignment and rotation randomization from clutter scripts Updated clutter prefabs (need to align to normal via decor components now)
12 Years Ago
Merge from main
12 Years Ago
Prefab updates
12 Years Ago
Tedious resource prefab updates, fixing some minor issues in the process
12 Years Ago
This didn't commit right
12 Years Ago
Radtown loot spawn fix
12 Years Ago
River splat mapping tweak
12 Years Ago
Removed some deprecated code from SpawnFilter
12 Years Ago
Tweaked prefab mountain scale
12 Years Ago
Retired the concept of overlay splats (there are smarter ways)
12 Years Ago
Added generic versions of the rock materials (those are the ones that will be parameter-adjusted using property blocks) Rock prefab updates and tweaks Terrain raycast tweaks
12 Years Ago
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues
12 Years Ago
Minor rock fixes
12 Years Ago
Splat mapping tweaks
12 Years Ago
Discard crazy bridges
12 Years Ago
Smoothened river mesh slightly
12 Years Ago
Icesheet tweaks
12 Years Ago
Prefab scene placement updates
12 Years Ago
Forest splat mapping tweaks
12 Years Ago
Grassland splat mapping tweaks
12 Years Ago
Allowed resources to spawn on rocks that are part of the terrain No longer prevent resources from spawning on decor topology Optimized resource spawning, especially the initial spawn wave Tweaked forest sizes
12 Years Ago
Allow full range of FOV slider to actually be applied
12 Years Ago
Verify vertex is forward-facing before adding it to the river mesh (fixes more overlap cases)
12 Years Ago
Road / bridge analysis improvements Better lakeside / oceanside / beachside topology generation
12 Years Ago
Switched road pathfinder to von neumann neighborhood for more road wobbliness
12 Years Ago
Increased minimum river length and overall river count Fixed that discarded rivers would block other rivers
12 Years Ago
Bridge placement tweak
12 Years Ago
Added padding to bridge terrain adjustment