userandrecancel

10,581 Commits over 4,352 Days - 0.10cph!

5 Years Ago
Changed some forgotten underwater lab environment volume types from underground to building
5 Years Ago
Removed dungeon block volume from hatch tube end
5 Years Ago
Changed underwater lab environment volume type from underground to building
5 Years Ago
Procedural underwater lab placement tweaks
5 Years Ago
Added initial version of underwater labs to procedural maps
5 Years Ago
Merge from main
5 Years Ago
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5 Years Ago
Skin bundle update
5 Years Ago
Underwater lab moonpool ladder socket fix
5 Years Ago
Underwater lab prefab setup: tube, leg and end pieces
5 Years Ago
Underwater lab test scene updates
5 Years Ago
Underwater lab procedural generation progress
5 Years Ago
Underwater lab conditionals prefab tweaks
5 Years Ago
Fixed WaterOverlay NRE on maps without water
5 Years Ago
Underwater lab conditionals prefab updates
5 Years Ago
Underwater lab autospawn prefabs
5 Years Ago
Unterwater lab prefab updates (socket adjustments)
5 Years Ago
Underwater lab test scene
5 Years Ago
Underwater lab generation baseline / proof of concept
5 Years Ago
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5 Years Ago
No longer attempt to place 80 (!) countryside tunnel entrances, taking 155 seconds
5 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (Scene2Prefab)
5 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (code)
5 Years Ago
Fixed train tunnel entrance staircases / elevators usually being a lot longer than they had to be (prefabs)
5 Years Ago
Updating dungeon grid test scene
5 Years Ago
Fixed error update in GenerateDungeon, leading to incorrect corridor end positions
5 Years Ago
Merge from 360_stairwell
5 Years Ago
Implementation
5 Years Ago
More prefab work
5 Years Ago
Stairwell bottom 360 degree prefabs
5 Years Ago
Merge from main
5 Years Ago
Skin update
5 Years Ago
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5 Years Ago
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5 Years Ago
Fixed issues with world networking (introduced with monument_prioritization)
5 Years Ago
Merge from monument_prioritization
5 Years Ago
Alistair approved: Changed mining_quarry_c monument to default priority (was set to high) to match the other quarries
5 Years Ago
Alistair approved: Changed giant excavator monument to default priority (was set to highest from back when it was first added)
5 Years Ago
Merge from HDRP_Art_Backport
5 Years Ago
Updated PlaceMonumentsRoadside to offer similar distance parameters to PlaceMonuments
5 Years Ago
Monument distance tweaks
5 Years Ago
Full rewrite of monument prefab prioritization when determining their spawn locations and which monuments not to spawn if there isn't enough space for all of them
5 Years Ago
Don't spawn harbors in tight places where they end up adjusting the coastline opposite to them (looks bad, leads to glitchy topologies)
5 Years Ago
Fixed another edge case that could make rivers overlap each other
5 Years Ago
Fixed harbors and fishing villages spawning at ridiculous slopes
5 Years Ago
Merge from backport_bugfixes
5 Years Ago
Fixed tunnel network gap when two stations were placed right next to each other and a tunnel tried to cross them (seed 1791348891 size 3500)
5 Years Ago
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
5 Years Ago
Subtracting 61639 (should've gone on a branch)
5 Years Ago
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)