userandrecancel

10,546 Commits over 4,324 Days - 0.10cph!

1 Year Ago
Added position / rotation information to debugboatissue
1 Year Ago
Jungle avoids even more transition areas from temperate to other biomes
1 Year Ago
Merge from jungle_ruins
1 Year Ago
Merge from jungle_biome/jungle_foliage
1 Year Ago
Merge from jungle_ruins
1 Year Ago
Merge from main
1 Year Ago
Fixed various spawn population filters
1 Year Ago
Jungle has forest splat Jungle has alt topology (including nearby forest / forestside areas to prefer deciduous trees next to jungle, looks slightly less odd) Jungle avoids transition areas from temperate to other biomes
1 Year Ago
Monument biome filter adjustments
1 Year Ago
Jungle ruins S2P
1 Year Ago
Moving jungle ruin prefabs to jungle_ruins spawn folder
1 Year Ago
Merge from train_tunnel_altitude_2
1 Year Ago
Merge from main
1 Year Ago
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1 Year Ago
Adding Hidden/DebugLine shader to always included shader list
1 Year Ago
Merge from fast_debug_draw
1 Year Ago
Skin bundle update (part 2)
1 Year Ago
Skin bundle update (part 1)
1 Year Ago
Merge from rotation_parent_fix_2
1 Year Ago
Fixed more cases of some underground train tunnel triggers sticking out of terrain
1 Year Ago
Disable projectile refraction on projectiles with noGravity set (AutoTurret)
1 Year Ago
Speed up slow projectiles fired from AutoTurret to minimize delay
1 Year Ago
Reapplying 109698
1 Year Ago
Merge from menu_friends_list
1 Year Ago
Compile fixes
1 Year Ago
Fixed cases of some underground train tunnel triggers peaking out of terrain
1 Year Ago
Fixed underwater labs colliding with underground train tunnels at the new altitude
1 Year Ago
Merge from bowturret
1 Year Ago
Merge from primitive (few merge conflicts in this one)
1 Year Ago
Rearranging to hopefully get a better merge diff
1 Year Ago
Delay damage and impact effect on BaseProjectile.ServerUse by projectile travel time if it's more than 200ms
1 Year Ago
Fixed Projectile.noheadshots not resetting when a projectile is pooled (old bug, the only issue from this I could find is relatively minor: the parameter could leak from authoritative projectiles into effect projectiles of the same type, causing incorrect visuals for effect projectiles; thankfully it could not leak the other way around) Moved the reset of some variables from Effect.Init to Effect.Clear to avoid duplicating that code into all Effect.Init overloads Fixed missing reset of the new distanceOverride in one of the Effect.Init overloads, which caused it to leak from AutoTurret arrows into player arrows Moved effect projectile gravity bypass to Projectile.noGravity
1 Year Ago
Cherry picking 111833
1 Year Ago
Fixed TerrainTexturing.Instance not being updated in Setup()
1 Year Ago
Added EnvironmetnVolumeCheck to cliff_coastal
1 Year Ago
Merge from main
1 Year Ago
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
1 Year Ago
Cherry picking 111563
1 Year Ago
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
1 Year Ago
Added ApplyEnvironmentVolumeChecks to SpawnHandler Added EnvironmentVolumeCheck component to divesites
1 Year Ago
DungeonGridInfo ClosestGridCell fix (missing WorldSpaceGrid RoundingMode)
1 Year Ago
WorldSpaceGrid alignment fixes
1 Year Ago
Removed Update Game Manifest (Fast) since it's bullshit Renamed Update Game Manifest to Update Game Manifest (Unoptimized)
1 Year Ago
Rust.cs formatting
1 Year Ago
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1 Year Ago
Merge from primitive_gm
1 Year Ago
ScriptableWorldConfig are now inside a Resources folder and loaded with Resources.LoadAll The problem in the original implementation is that it would have needed explicit bundle assignment, as nothing was referencing those assets in order to pull them into a bundle, this feels more robust and mirrors what we do in other places (like GameModeManifest)
1 Year Ago
Removed generate_oil_rigs convars since it was added to the wrong script (PlaceMonuments vs. PlaceMonumentsOffshore)
1 Year Ago
aux04 Steam upload files
1 Year Ago
Updated workspace to Unity 2022.3.55f1 (all builds have already been switched over)