userandrecancel

12,539 Commits over 3,806 Days - 0.14cph!

2 Years Ago
ProceduralMapRoad
2 Years Ago
Avoid sharp angles when branching off side rails
2 Years Ago
PathFinder supports custom directional algorithm that avoids tight turns Better rail / road ring generation corner / start / end point search
2 Years Ago
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2 Years Ago
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2 Years Ago
▋▇▅▄▍▍▉++
2 Years Ago
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2 Years Ago
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2 Years Ago
▆▌▋▇▄▋▋++
2 Years Ago
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2 Years Ago
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2 Years Ago
Cleanup, tweaks
2 Years Ago
Rail branching start and end points are exactly on a spline node (for billb)
2 Years Ago
Improved all types of intersections (more work to do) Resolved some issues with the base spline for billb
2 Years Ago
Fixed initial entity snapshot not getting sent at timestamp 0 when starting a new demo record, meaning entities won't exist until after the first frame (server side fix)
2 Years Ago
Global tree billboards work in demos (maybe, needs testing)
2 Years Ago
Moved roadside / railside foliage to decor system (this can be cherry picked to main with a network++)
2 Years Ago
Merge from main
2 Years Ago
Better rail /rail and road / road intersections
2 Years Ago
Smoother rail branching transitions and rail / road intersections
2 Years Ago
Roads, rails and rivers are now resampled after smoothing
2 Years Ago
Roads, rails and rivers are now considered splines (resulting in smoother meshes)
2 Years Ago
Rail branching progress, path resampling experiments
2 Years Ago
Rail branching progress
2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
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2 Years Ago
▋██▄█▋ ▉▍▅▌▄▇ ▉▊█▆▊▊ ▄▌▆▆▉▄▅ ▊▄▍▉ ▉█▊▅▍▉▋ ▍▍▄▋▄▋▄█▆▍ ▄▍▉▄▋ ▅▉ ▌▅█▌█▍▌▋ ▊█▊▇ █▅▉▅ ▊▇▊▊ ▇▋▉▆▄▌▅▉▄ (██▌▇▅▇▋▄ ▍▉▄▅▄█▆█▅▌ ▌█▌▌▋▄▉ ▅▄ == ▊▆▌▊) ▋▇▊▅▄▋▍ ▇▌▋ ▄▋▌▊█▇▆▆▌▌ ▍▇▄▆ ▉▊ ▋▌▍▆▅▌▄▌▆▌▇▆▆▊▅
2 Years Ago
Fixed riverside topology not generating
2 Years Ago
Fixed terrain height mismatch around rails on the client (terrain around rail sitting slightly higher than on the server, needs map file clearing on the client in order to apply)
2 Years Ago
Don't generate rail below 4250 world size for now (takes too much space away from monuments, will try and find other solution next month) Fixed another edge case of giant excavator overlapping rail
2 Years Ago
Rail branching fix
2 Years Ago
Further normal / tangent fixes on road, rail and river meshes
2 Years Ago
Rail / road mesh tangent fixes, removing terrain normal injection at sides since it doesn't improve anything
2 Years Ago
Fixed edge case where large excavator would overlap rail system
2 Years Ago
Fixed several edge cases in rail ring / road ring corner postprocessing (some regressions from 69726, some older issues)
2 Years Ago
Merge from rail_network/branching (not enabled in world generation yet, needs more work)
2 Years Ago
Significantly better road / rail intersections
2 Years Ago
Better rail ring / road ring corner postprocessing
2 Years Ago
Fixed cliffs sometimes overlapping rail
2 Years Ago
Path meshes can use terrain normal for certain vertices by specifying vertex alpha (100% = terrain normal, 0% = mesh normal)
2 Years Ago
Hot air balloon implements GetLocalVelocityServer and GetAngularVelocityServer (fixes projectile rejects when moving fast)
2 Years Ago
More improvements for rail terrain adjustment
2 Years Ago
Better rail terrain adjustment
2 Years Ago
More severe punishment when road / rail overlap (to avoid overlap along extended sections while still allowing short crossings)
2 Years Ago
Fixed several things spawning partially on rails