userandrecancel

12,523 Commits over 4,018 Days - 0.13cph!

3 Years Ago
Fixed "Tools/Update Loot Tables" NRE edge case
3 Years Ago
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Codegen
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3 Years Ago
Merge from rail_network_4
3 Years Ago
Another NRE edge case fix
3 Years Ago
Merge from terrain_anchor_radius
3 Years Ago
Gizmo
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3 Years Ago
Implementation (needs prefab updates + testing)
3 Years Ago
Merge from rail_network_4
3 Years Ago
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3 Years Ago
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3 Years Ago
Fixed camera snapping after closing inventory under certain conditions on OSX
3 Years Ago
Same thing for RendererGrid and WorldGrid
3 Years Ago
Faster trivial reject for LOD cells
3 Years Ago
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3 Years Ago
Merge from main
3 Years Ago
Cherry picking 73306
3 Years Ago
Fixed unintended rail intersection overlaps that could lead to triple intersections
3 Years Ago
Merge from main
3 Years Ago
Merge from main
3 Years Ago
Cherry picking 73247
3 Years Ago
NRE edge case fix
3 Years Ago
Cleanup
3 Years Ago
Minor GenerateRoadTerrain tweaks
3 Years Ago
Fixed PathInterpolator.Resample issues that could lead to edge cases with weird looking, bent / stretched rails
3 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)
3 Years Ago
Removed reflection quality 0 since ReflectionProbeEx is broken for some people (leading to completely black reflection probe)
3 Years Ago
Fixed additional edge cases of left / right confusion at rail intersections
3 Years Ago
Added world reflection quality 4