userandrecancel

10,480 Commits over 4,171 Days - 0.10cph!

5 Years Ago
Added selection for preferred distance from same and other monument types when spawning monuments Added selection for preferred road type when spawning roadside monuments Fixed GenerateDungeons ignoring roadside monuments
5 Years Ago
Plugged alt curve pieces, alt straight pieces and left / right transitional pieces into the train tunnel generation
5 Years Ago
Prefab and scene updates to support train tunnel variants and train tunnel transitional pieces (using placeholder meshes)
5 Years Ago
Added left / right variant support to GenerateDungeon Added transitional piece support to GenerateDungeon (to spawn a transitional prefab when it's impossible to match the exact variant)
5 Years Ago
Added train tunnel network to procedural maps (both the above ground entrance prefabs and their placement is temporary)
5 Years Ago
Added CheckEnvironmentVolumesInsideTerrain to ensure environment volumes don't poke out of terrain Ensure GenerateDungeon always places its result underground
5 Years Ago
Added underground volume / terrain trigger / water trigger to tunnel pieces
5 Years Ago
Plugging the new prefabs into dungeon_grid_test
5 Years Ago
GenerateDungeon initial version to generate tunnel networks (see dungeon_grid_test scene)
5 Years Ago
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▌▌▇▍▆ ▆▅▄▆▄█ ▋▆▋▌ ▉▋█▍▋▍▅ ▇▄█▅▉▌▋▊ ▊▄▌█▊▋▋▇▉▍▅ ▇▅▅▍█ ▉▊█▇▇▅▉█▊ / ▋█▆█▅▋▇ ▆▊ ██▌ ▌▄▅▌▇ ▌▄▊▊ ▄▆▄▍▉ ▍▇▇▆███ ▌▍▆ █▍ █▅▌▅▉▊▉▊▋.▉▆▉▄▆▉▋▄▋▆▅█
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5 Years Ago
Roof conditional corners only apply when the roof tiers match
5 Years Ago
Enabled grass displacement by default, renamed convar to grass.displacement (from grass.displace) to ensure old config values are ignored
5 Years Ago
NRE fix in BaseMelee.PlayerAttack when hitting world with a melee weapon
5 Years Ago
▆▉▍█▋ ▊▆▅▇ ▌▅_▆ (▄▉ ▇▄▍▋▍▅▇▋, ▅█ ▇▅▉▅▊▊▇▆█▌_▄▊█▇▌▌▅▍▇▆ █ ▉▊▋ █▍▌▋▅_▋▊██▉▅▉▅▄▉ ▋ ▉▌ ▌▆█▋▉▊ ▌▄▄ ██▌▍▋▉, ▋▋▋▋▉ ▅▋▆▊▆▌▆▆▋▄█▉▊▉ ▋▇ ▇▋▇▆▌▄ ▊▅▄ ▉▊▇ ▄▇▆▋▄ "▄▋▅ ▄▋█▊" █▉▆▍▍▍▆)
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▊▊▍▌▇▍ ▌▊▄▋▍▍▄▍▆▅▋ ▌▌▍▍▄▊, ▇▄▆▍▇▌▆ ▆█▆▋ ▄▉▍▆▇▅▌ ▅▉▌ ▌▍▉▋▅ ▉▉█ ▍▅▄▊▄▉▋▅▄▉▌ ▌▉ █▋▆▍▋▅█ (▉▊▅▌█▋▉▅▊▆_▆▇▊▋▉▅▋███=▉, ▆▄▆▆▋_▇▇▆▆▌▇▇▅▌▆=▍)
5 Years Ago
▅▇▆▊▍ ▅█▅▌▇▆▅▇█▉▉▆▆▌ ▊▌▋█▄▍ ▉▄ ▋▉█▌▆ ▌▋▋ ▉▅▉▅▉▄▌▄▋▇▄ ▆▊ ▄██ ▍▆▍▌▇▍▅▊ ▇▄▋ ▊█▉▍▇ ▊▋ ▄▇ ▊▄▆ ▉▄▋▊▊▍▇ (▇▊▅▍ ▌▍▍ ▍▇▉ ▍▍▌▉▆▆▉▆ ▇▋ ▊▍▍▄▋ ▌▄▇ ▌▉▆█▋▄▊▄ █▉ ▊▄█▋▇▉ █▋▆▊▆▋▆█) -- ▇▅▊█▋ ▅▆▍▍ ▉▅ ▋▆█▅▋▌ ▆▋▄ ▉▇▇▌▉ "█▊▍ ▊▇▄▄" ▇▌▅▉▇▆▆ ▇▆▋ ▄▌▊ ▊▆▍▉█▋▄ ▄▆▍▄ ▌▋▌▇█
5 Years Ago
▊▅▉▇ █▆▍▊▋▄█ ▇▊▍▌▌ ▌▊▋▆ ▊▉▆▊▌▍▆ ▄▇ ▊█▍█▊▇█▇
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▉▉▅▍▉ █▅▊▉ ▆▍▌▆
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▇██▇▉ "█▆▅ ▊▌▅▊" ▍▋▋▆▍▅▌ █▇█
5 Years Ago
▌▅▋▅▅ ▉▋▊▉ ██▌▆
5 Years Ago
▅▋▇▇▊▉█▉ ▊▊▌▌▆ ▉▊ ▊▅▋▍▊▍▇▅▊
5 Years Ago
▊█▊▄▆ ▊▍▄█ ▇▅▄▉
5 Years Ago
▅▅▍▌▋▌ ▉▉▇▍ ▇▆▍▉▆█▆ █▍ ▌▊▌▋▍▅▅▋ ▍▉▌ ▇▄▄▍ ▊▉▍▉▇█▄ ▊▉▍▍ ▆▋▊▆▆█▌▄▌▍_▆▇▄▊▉▄▉▄▉▉ ▇▆ ▍▍▋█▋▅▉▌▄ ▇▌ ▍ (▍█▅▊▆█ █▍▆▍ ▇▅▍▌ ▋▇█▊▄)
5 Years Ago
▅▌▊▍▋▅▋▉▅ ███▄▊▌ ▅▊█▋▊▄▉▊ ▆▄▅▊▍▍ ▄▌▍▅ ▍▍▋ ▅▍▅▉▌▍ ▉▆▌▆ █▍▅▋▉▍▉ ▇▉▊▅▇▌▊ █▋ ▉▅▊█▆-▅▋▅▄ ▊▆▆▌▄▄██▋▊▊ ▋▅ █▍█ ▌▇▇▉▌▅ ▉▄ ▄ █▇▊▇▍▇
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▄▊▌▄▍▊▍█▊ ▍█▇▆▊▄▊▍▍ ▊▄▉▉▄▌▊▉ ▅█▌▋▇▍ ▉▌▉ ▉▌▆█▆▋ ▌▆▋▋ ▋▅▌▋▆▄▅ ▊█▋█▊▍▇ ▇█ █▊▌▊▉-▋█▄▉ ▌▋█▇▇▊▇▆▅▍█ (▇▊▉▋ ▆▆▄▄▄)
5 Years Ago
▉▇▅▌▉ ▋█▍▉▊▋ ▉▉▄█ ▄▉▇▊'▊ █▇▌█ ▉▍ ▇▌ ▉▍▄▊▅▌▅█▄▉▇▋ ▍▉ ▊▊▅▌▋▌▊ ▄▍ ▊▍▆▉ ▆▉▊▆▉█▊ █▉ ▊▄ █▋▌▍▄ ▍▄ ▍▋▌▊▅▇▊▅█▅█ (▄▇▋▌▆▍▍█ ▆▋▇ ▇▅▅▄▄█ ▍▍▋▄▍▊▍▉ ▋▉▇▆▉ █▍█, ▄▉▆▇ ▉▉ ▍▍▉▋ ▆▊ ▇▊ ▉▅▆▆)
5 Years Ago
▌█▊█▆▅ ▇█▍▋▇▄▅▅ ▊▆▍▄▇█▋ ▍▋▇▌▊
5 Years Ago
▅▇▋▍▄ ▄▆▍▅▅▅▉▇█▋ ▌▍▋▅ ▋▋▆▉ (▌▅▅-▉▇▉▇█▆▄▄▊ ▆▇▇▆█▉▄ ▌▍▅▋▇▇)
5 Years Ago
▍█▋▋▉▆▋▌ ▌▉▋ ▋█▆▋▊▋-▉▌▍█▋▌▇▆ ▋▍▅▌▆▋▉▄ ▋▅▌▄▉▉▋▌▇▅ ▋▌▍▍▆ █▇ ▄▍ ▉▋▆▅▊█▉ ▋▇▉ ▄▊▋▆▋▊▅▌ ▊▆▄ ▅▄▅ ▊▄▉▆▋▋▋ █▆▋▄▆ █▍▆▊▍▋█▆ ▆█▄▊▆ ▆▄▉ ▋▋▍█▊▅▉▉
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▍▌▇▇▊▉▌▌▊ ▋▇▅▄▆▇▇▍▆▌ ▅▅▆█▊▄█▆▍▆▊▍ ▄▆▋█▋ ▇▅▅▊ ▇▋▍▉ ▋▆▆▅▆▅▋▄▅▇ ▌▊▇ ▋▇▅▆▍▊ ▍▋▆▍▇ ▋▉▄▋ (▅▆▌█▇▍ ▌▋ ▅▄▊▅ ▌▍▍▌▌)
5 Years Ago
▇▉▊▅▅▊▇▇▉▇ ▉█ ▇▋▊▋▉▊▌▋ ▄▄▇▇▍ ▌▇▆ ▍▌▊▋▌▊▄ ▋▉█▍ ▄▉█▇█ ▆▇▍▅▅▍▊▊ ▇▅▊▇▆▇▆ ▇▆ ▄▇▊▋▋▉▊ ▊▌▆▄▊▋ ▆▉▊▌▄▉▌▆▅▄▅ ▄▇▊▍▋█▅▆ (▊▋█▄▋▊█▋ ▆▉▆ ▋▊▍▊▍▅▋▇▆▊█▄▍▇▉, ▋█▍▋▌█▄=▌.▄▍)
5 Years Ago
█▉▉▅▌ ▍▇▆▅▅▇▊▉▊▅▉▌▅▊▉▆▄▍▇_▅▊▍_▍█▌▅▄▄ ▆▅ █▍▍▋▅ ▊▆▌ ▄▉▅▇▆█ █▄ ▊▌▋▊█▉ ▆▍▆▍█▌▆ (▍▆▊▆█▊▊ / ▍▇▉▌▍) ▅▍▋▄ ▆▊█ ▄▋▉▅▆▊ (▋▌▊▍▉▅▆=█▉)
5 Years Ago
Added WorldSpaceGrid.IndexToGridCoords / IndexToWorldCoords / Copy
5 Years Ago
PathFinder.FindClosestWalkable bounds checks
5 Years Ago
TerrainMeta.InitNoTerrain also sets Position and OneOverSize
5 Years Ago
DoPrepare
5 Years Ago
More DoPrepare fixes
5 Years Ago
Meta file upper / lower case fix (part 2)
5 Years Ago
Meta file upper / lower case fix (part 1)
5 Years Ago
Committing game manifest prefab auto-updates
5 Years Ago
Replaced a bunch of UnityEditor.EditorUtility.SetDirty with UnityEditor.PrefabUtility.SavePrefabAsset in DoPrepare Do I understand why? No. Do the docs explain why? Also, no. Does it fix the bug? Seems to.
5 Years Ago
Added "Assets/Prefabs/Reserialize Selected Prefabs"
5 Years Ago
Fixed spawn handler setting spawn population reference on the prefab instead of the instance (made purchased entities count towards wild entities)
5 Years Ago
EffectRecycle tweak to ensure we're not reimporting things accidentally on the build server all the time
5 Years Ago
Committing GameManifest LootSpawn generated files (build time debugging)
5 Years Ago
Committing some more prefab auto-updates
5 Years Ago
▅█▋▇▄▇▍▉ ▊▋▌▌▉ ▅▍▋▄▆▇█▍▍▊ ▄▇▄▇▅▉▋▊█▋ ▌▌█▇█ ▉▍▆ ▋▌▍▆▋▌▋▌ █▋▅ ▉▍▇▅▌▋▍ ▍▄▋▄▌▅ (▇▅▋▆ ██▊▋, █▅▆▅ ▋▋▊▆ ▉▇▄▄█▍▋▉ ▋▊▉█▉▌▉ ▊▍▌▌ ▊▄█▇▍ ▅█▄ ▌▄▄▅▄▆▋▉█▍ ▌▊█▇▆ ▉▌▍▅ ▅▊▊▉▅▌)
5 Years Ago
EffectRecycle tweak to avoid prefabs thinking they've been edited in DoPrepare when they weren't (probably doesn't do anything)