userandrecancel

12,537 Commits over 4,079 Days - 0.13cph!

4 Years Ago
Merge from main
4 Years Ago
Fixed issues with world networking (introduced with monument_prioritization)
4 Years Ago
Merge from monument_prioritization
4 Years Ago
Alistair approved: Changed mining_quarry_c monument to default priority (was set to high) to match the other quarries
4 Years Ago
Alistair approved: Changed giant excavator monument to default priority (was set to highest from back when it was first added)
4 Years Ago
Merge from HDRP_Art_Backport
4 Years Ago
Updated PlaceMonumentsRoadside to offer similar distance parameters to PlaceMonuments
4 Years Ago
Monument distance tweaks
4 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
4 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)
4 Years Ago
Fixed another edge case that could make rivers overlap each other
4 Years Ago
Fixed harbors and fishing villages spawning at ridiculous slopes
4 Years Ago
Merge from backport_bugfixes
4 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)
4 Years Ago
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
4 Years Ago
Subtracting 61639 (should've gone on a branch)
4 Years Ago
Fixed edge case where tunnel entrance would not connect to tunnel network (seed 598557641 size 3500)
4 Years Ago
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4 Years Ago
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4 Years Ago
Updated RustNative (Removed old "inland" noise since it was causing some excessively steep slopes)
4 Years Ago
Terrain anchors prefer above-ocean-level spawn altitude if possible
4 Years Ago
Merge from unity_2020.3.7
4 Years Ago
Unity 2020.3.7f1
4 Years Ago
Cherry picking 61164 & 61218
4 Years Ago
Subtracting 60974 and 60975
4 Years Ago
Re-enabling graphics jobs on macOS (done experimenting)
4 Years Ago
Disabling graphics jobs on macOS for better profiling
4 Years Ago
FIxed harbor_2 never spawning
4 Years Ago
Fixed server NRE in BiomeVisuals, added comment to explain why this even exists on the server
4 Years Ago
Network++ Save++
4 Years Ago
BiomeVisuals now supports pooled prefabs / entities
4 Years Ago
Added CollateTrainTracks to Barren (should resolve train track issues)
4 Years Ago
Added train tunnels to Barren, plus some other fixes
4 Years Ago
Disabled global billboards on all bushes for the current perf evaluation
4 Years Ago
Removing CraggyIsland_HD from bundles / build settings to make sure we're not loading stuff we don't currently need
4 Years Ago
Fixed DecorScale not applying to BushEntity
4 Years Ago
Temporarily removing HapisIsland from bundles / build settings
4 Years Ago
Fixed fishing villages not spawning, moved mainland test to terrain checks inside harbor scene instead of PlaceMonuments script
4 Years Ago
Satellite dish road fixes
4 Years Ago
Merge from HDRP_Art_Backport
4 Years Ago
Cherry picking 60804, 60805 and 60808 (tree LOD fixes)
4 Years Ago
Restored billboard distance behaviour in the tree mesh quality range of 50 to 100
4 Years Ago
Fixed mesh and tree LOD settings not immediately updating all rendered meshes
4 Years Ago
Fixed incorrect LOD distances in TreeLOD when no culling stage was set (which should be the default now, trees never fully cull)
4 Years Ago
Fixed bush removal when building
4 Years Ago
Updated giant excavator topology map for better road connections
4 Years Ago
Network++ Save++
4 Years Ago
Added BiomeVisuals script (selects a child object based on biome, destroys the others, only works with static decor for now)
4 Years Ago
Server compile fix
4 Years Ago
Foliage grid now uses between 1 and 8 threads to refresh multiple cells at once (controlled through grass.maxthreads convar)