userandrecancel

9,575 Commits over 4,444 Days - 0.09cph!

4 Years Ago
AntiHack.LogToConsole and console messages on player kill contain player position
4 Years Ago
Edge case fixes of cliffs overlapping rail
4 Years Ago
Stripping ReflectionProbeEx from everything except WaterSystem (doesn't support our new ambient light, has mostly been disabled for a while)
4 Years Ago
Moved grass shadows setting from "experimental" section to "graphics" section in the options menu Enabled all of the cubemap ambient light features by default and removed the two experimental toggles from the options menu
4 Years Ago
Skin bundle update
4 Years Ago
Attempted fix for MLRS being enabled in hardcore mode until the first server restart
4 Years Ago
Merge from main
4 Years Ago
Removing SceneToPrefab label from UI.Ingame.LootPanels scene since we have started editing those prefabs directly (accidentally running S2P on this would overwrite those changes)
4 Years Ago
Scene2Prefab full (except UI prefabs)
4 Years Ago
Merge from furnace_ui_rework
4 Years Ago
NRE fix in KeyCodeEntry.ProcessLastNumberInput
4 Years Ago
Unpacking a few child prefabs on train_tunnels prefabs since they seemed to be serialized in a non-deterministic way, slowing down builds due to re-serialization
4 Years Ago
4 Years Ago
ThreadAnimator NRE fix
4 Years Ago
Ran "Reserialize All Prefabs" to ensure these changes don't have to happen on the build server over and over (this commit affects 6404 files)
4 Years Ago
Cherry picking "Tools/Update Loot Tables" NRE edge case fixes
4 Years Ago
Fixed another "Tools/Update Loot Tables" NRE edge case
4 Years Ago
Reverting encryption to 2 by default (further testing)
4 Years Ago
Fixed edge case that would cause exception when loading map file on certain seeds
4 Years Ago
Reverting encryption to 1 by default due to test server issues
4 Years Ago
Fixed "Tools/Update Loot Tables" NRE edge case
4 Years Ago
Codegen
4 Years Ago
Merge from rail_network_4
4 Years Ago
Another NRE edge case fix
4 Years Ago
Merge from terrain_anchor_radius
4 Years Ago
Gizmo
4 Years Ago
Implementation (needs prefab updates + testing)
4 Years Ago
Merge from rail_network_4
4 Years Ago
Fixed camera snapping after closing inventory under certain conditions on OSX
4 Years Ago
Same thing for RendererGrid and WorldGrid
4 Years Ago
Faster trivial reject for LOD cells
4 Years Ago
Merge from main
4 Years Ago
Cherry picking 73306
4 Years Ago
Fixed unintended rail intersection overlaps that could lead to triple intersections
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
Cherry picking 73247
4 Years Ago
NRE edge case fix
4 Years Ago
Cleanup
4 Years Ago
Minor GenerateRoadTerrain tweaks
4 Years Ago
Fixed PathInterpolator.Resample issues that could lead to edge cases with weird looking, bent / stretched rails
4 Years Ago
Replaced "World Reflections" setting with two toggles in the experimental graphics settings: "Advanced Interior Lighting" and "Advanced Forest Lighting" which represent reflection quality 3 and 4 If both experimental options are disabled, the equivalent of reflection quality 2 is used (cubemap ambient light only considers the terrain and monument buildings)
4 Years Ago
Removed reflection quality 0 since ReflectionProbeEx is broken for some people (leading to completely black reflection probe)
4 Years Ago
Fixed additional edge cases of left / right confusion at rail intersections
4 Years Ago
Added world reflection quality 4
4 Years Ago
Fixed remaining edge cases of left / right confusion at rail intersection points
4 Years Ago
Increased distance between rail sidings slightly to prevent locomotive crash issues in corners
4 Years Ago
Fixed edge case of left / right confusion at intersection point of trainyard connection rail with main rail
4 Years Ago
Fixed steep cliffs around trainyard sometimes preventing rail to connect to it on both ends
4 Years Ago
Fixed trainyard rail transition being incorrect on the client (client map cache needs to be cleared for this to apply)