userandrecancel

12,560 Commits over 3,806 Days - 0.14cph!

7 Years Ago
Added terrain anchors to power line pylons for better placement
7 Years Ago
Fix
7 Years Ago
Same thing for power lines
7 Years Ago
Split river and road terrain adjustments into their own procedural components
7 Years Ago
Improved mesh generation and terrain adjustments for roads and rivers
7 Years Ago
Cleanup
7 Years Ago
Improved transition from procedural roads to monument roads
7 Years Ago
Fixed the occasional gaps between roads and terrain Fixed terrain sometimes peaking through roads
7 Years Ago
Optimizations
7 Years Ago
Cleanup
7 Years Ago
Cleanup
7 Years Ago
Subtracting 24120, 24123, 24124, 24127
7 Years Ago
Mining quarry is uncraftable and no longer drops as loot (static quarries only)
7 Years Ago
Warehouse no longer has a quarry Added road piece to warehouse
7 Years Ago
Mining quarry monument is tier 2 Added road connection node to mining quarry monument
7 Years Ago
Reapplied launch site road / power nodes
7 Years Ago
Merge from dungeon_art_8
7 Years Ago
Merge from main
7 Years Ago
Merge from main
7 Years Ago
Fixed possible race condition when building splits / merges were deferred
7 Years Ago
Fixed building merge not sending out network updates for building blocks that changed their IDs
7 Years Ago
Building privilege extends out for 10 meters around a building
7 Years Ago
Fixed another "user-provided triangle mesh descriptor is invalid" error on some road meshes
7 Years Ago
Cleanup
7 Years Ago
Road and powerline tweaks
7 Years Ago
PathFinder still prioritizes direct neighbors over diagonal neighbors when diagonals are allowed
7 Years Ago
PathFinder.Point implements IEquatable
7 Years Ago
Preliminary road / power connection points for all monuments
7 Years Ago
Subtracting 24065
7 Years Ago
Monument placement optimizations
7 Years Ago
Updated powerline layout to same algorithm roads are using
7 Years Ago
Added gizmos to TerrainPathConnect
7 Years Ago
Tweaked world tier distribution (slightly smaller, more concentrated tier 2)
7 Years Ago
Tweaked biome distribution (slightly less arctic, slightly more arid)
7 Years Ago
Roads no longer sometimes go through water
7 Years Ago
Fixed "user-provided triangle mesh descriptor is invalid" error on some road meshes
7 Years Ago
More work on the road network generation in preparation of monument in / out points
7 Years Ago
Fixed roads / powerlines getting interrupted by rivers
7 Years Ago
Merge from Unity2017.2
7 Years Ago
Don't let OutputHandler.OnMessage throw exceptions
7 Years Ago
Facepunch.Unity.dll
7 Years Ago
Use MSBuild copy (cross-platform) Output xml in release builds as well Rebuilt DLL
7 Years Ago
Updated UnityEngine libraries Merge branch 'master' of Facepunch.Unity
7 Years Ago
Updated plugins with new Unity libraries
7 Years Ago
Added UnityPackageManager to ignore.conf
7 Years Ago
2017.2.0p3
7 Years Ago
FIxed NRE on decay entities without decay component
7 Years Ago
When placing monuments, don't accept the first placement that works but instead try multiple layouts and pick the best one
7 Years Ago
Tweaked wall secondary stability socket volumes Added neighbour socket to low (1/3) walls
7 Years Ago
Prevent half height offset wall stacking