userandrecancel

12,539 Commits over 4,109 Days - 0.13cph!

4 Years Ago
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4 Years Ago
Skin bundle update
4 Years Ago
Skin update
4 Years Ago
Fixed NRE during loading screen when loading demos without the matching map file
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Just Unity Things (may fix mission NRE in standalone)
4 Years Ago
Fixed bottom underwater lab end caps facing the wrong way
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Fixed bullet proof moonpool water
4 Years Ago
Moonpool water collider now uses a box collider rather than a convex mesh collider
4 Years Ago
Fixed "look rotation viewing vector zero" during underwater labs generation (caused by yesterday's changes)
4 Years Ago
Added monument topology around the long underwater lab tubes (since there can be no legs nearby, which would usually add the topology)
4 Years Ago
Added additional TerrainFilter checks to icebergs
4 Years Ago
If underwater lab ends up extremely small (less than 25 segments), retry a couple of different configurations Underwater lab seeds no longer cross contaminate other underwater lab seeds (more consistent results when things are tweaked)
4 Years Ago
Prefab updates to enable the small secondary moonpools
4 Years Ago
Fixed incorrect GenerateDungeonBase socket alignment calculation which prevented certain sockets from correctly acting as male sockets (didn't affect them as female sockets)
4 Years Ago
Better secondary moonpool code
4 Years Ago
Merge from main/Underwater_labs_September
4 Years Ago
Merge from main/underwater_lab_45_degree_corner_fix
4 Years Ago
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4 Years Ago
Merge from main/underwater_lab_45_degree_corner_fix
4 Years Ago
Fixed 45 degree corner underwater lab modules sometimes overlapping each other
4 Years Ago
Added "Submarine" to EnvironmentType (this does not do anything until added to the environment quality assets
4 Years Ago
Fixed two lab module edge cases: - labs modules spawning inside eachother - moonpool obstructed by modules spawning underneath
4 Years Ago
Fixed fishing villages sometimes spawning inside harbors Fixed fishing villages still sometimes spawning in the arctic biome
4 Years Ago
Added DungeonBaseLink.MaxCountIdentifier (modules with the same MaxCountIdentifier will share MaxCountLocal and MaxCountGlobal)
4 Years Ago
Merge from main
4 Years Ago
Buoyancy returns correct water depth underneath water carving volumes
4 Years Ago
Merge from save215
4 Years Ago
Network++
4 Years Ago
Merge from main
4 Years Ago
Ocean ambience blending uses curve instead of simple blend distance
4 Years Ago
Fixed duplicate DungeonBaseInfo on secondary moonpools
4 Years Ago
Added secondary moonpool entrance / exit to underwater labs Added MaxCountLocal and MaxCountGlobal to DungeonBaseLink (can specify per-lab and per-map limit for certain underwater lab modules)
4 Years Ago
Save++ Network++
4 Years Ago
Merge from main/fishing
4 Years Ago
Merge from main/train_tunnels_new_content/bypass_tunnels/new_content/train_tunnels_bypass/making_this_up_as_i_go/console_version
4 Years Ago
Merge from main/Submarine aka main/Underwater_Update
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
Added MonumentInfo to mountain and ice lake prefabs
4 Years Ago
Added "Standard Refraction With Fog" shader that works exactly like "Standard Refraction" but adds additional fog to anything that is visible through the transparent object