userandrecancel

10,539 Commits over 4,324 Days - 0.10cph!

5 Years Ago
Fixed world not properly spawning on first connect
5 Years Ago
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5 Years Ago
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
5 Years Ago
Committing everything that changed from a game manifest update (build times)
5 Years Ago
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
5 Years Ago
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5 Years Ago
Fixed gas mask itemid
5 Years Ago
SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)
5 Years Ago
Network++ Save++
5 Years Ago
Merge from main
5 Years Ago
Reapplying 58855 since it was probably not causing any problems after all
5 Years Ago
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5 Years Ago
Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
5 Years Ago
Spawn up to 20 tunnel entrances
5 Years Ago
Fixed bug in PlaceMonumentsRoadside and PlaceMonuments scoring mechanism that would significantly break min / max distance modes Added additional road type modes to PlaceMonumentsRoadside
5 Years Ago
Better tunnel entrance road nodes for slightly more distance to the road itself
5 Years Ago
Slightly better tunnel entrance splat map (still programmer art)
5 Years Ago
Better tunnel entrance terrain anchors
5 Years Ago
Better grid snapping for dungeon entrance
5 Years Ago
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
5 Years Ago
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5 Years Ago
Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances Tunnel entrances are now also under "Dungeon" hierarchy
5 Years Ago
Tunnel entrance now has DungeonInfo component
5 Years Ago
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
Fixed edge case that could lead to train tunnel network just ending and spilling out into darkness at the end of a station
5 Years Ago
Added a third texture bundle due to the 4GB asset bundle limit (there's always a chance this breaks something, so will need testing)
5 Years Ago
Added SavasIsland_traintunnels as a fast-to-load train tunnel test scene with a fully setup terrain (ignore the floating tunnel entrances / floating grass around tunnel entrances)
5 Years Ago
Prefab updates (OnlyVisibleUnderground tag)
5 Years Ago
OnlyVisibleUnderground tag
5 Years Ago
Fairly terrible system to hide train tunnels unless inside underground environment volume
5 Years Ago
Static elevator lift prefab fixes
5 Years Ago
Added elevator prefabs to corridor / entrance prefabs
5 Years Ago
Fixed Elevator NREs when CableRoot or CableLod were not set
5 Years Ago
Split static elevator into top / floor prefab Updated mesh on static elevator lift prefab
5 Years Ago
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator
5 Years Ago
Removing Elevator.PostServerLoad Debug.Log
5 Years Ago
Merge from static_elevator
5 Years Ago
Fixed stairwell variant b never spawning
5 Years Ago
Train tunnels use "Darkness" environment type
5 Years Ago
Climate now works without biome map (falls back to temperate climate, for test scenes) Added "Darkness" environment type (disables directional light, makes skybox completely black) A single environment volume can now have multiple environment types
5 Years Ago
Fixed AmbientLightLOD not properly preserving light intensity
5 Years Ago
Corridor fixes 2: Quaternion boogaloo