userandrecancel

12,611 Commits over 3,897 Days - 0.13cph!

4 Years Ago
Only try generating dungeon navmesh if dungeon exists
4 Years Ago
Subtracting random_opt_2
4 Years Ago
Fixed "Train entrance not connected to stair shaft" edge case (regression from 59160)
4 Years Ago
Fixed tunnel entrance not correctly avoiding underground monuments when spawning
4 Years Ago
Fixed players getting killed at the bottom of certain tunnel segments
4 Years Ago
Terrible and / or genius fix for "Misaligned corridor after entranceway elevator"
4 Years Ago
Awful fix for "Tunnel clipping into the stairwell"
4 Years Ago
Fixed 59114 (Increased train tunnel nobuild volumes slightly)
4 Years Ago
Hack / workaround to fix water always rendering in debug camera (breaks underground lighting)
4 Years Ago
Merge from main/save_204
4 Years Ago
Merge from main/Workcart
4 Years Ago
AIInformationZone and AIThinkManager are IServerComponent
4 Years Ago
Merge from main/save_204
4 Years Ago
Merge from main/save_204
4 Years Ago
Merge from main/Workcart
4 Years Ago
Merge from main/save_204
4 Years Ago
Merge from main/Workcart
4 Years Ago
Merge from main
4 Years Ago
Merge from main
4 Years Ago
Merge from main/Workcart
4 Years Ago
Train tunnel topology map tweaks
4 Years Ago
Increased train tunnel nobuild volumes slightly
4 Years Ago
Fixed edge case that could cause a tunnel entrance not to connect to its train station correctly
4 Years Ago
Train tunnel entrances no longer spawn on roads that start or end at mining quarries, water wells or swaps
4 Years Ago
Barricade train tunnel cells no longer spawn right next to each other
4 Years Ago
Ensure train tunnels leave some distance between themselves and the terrain surface (so underwater rocks that reach into the terrain don't reach into the tunnels)
4 Years Ago
Train tunnel corridors are OnlyVisibleUnderground
4 Years Ago
DistanceFlareLOD and CoverageQueryFlare now also check LODEnvironmentMode (always invisible when underground, unless player is also underground)
4 Years Ago
Replaced tunnel entrance terrain anchors with terrain checks so they preserve the altitude of the road they spawn on instead of snapping to the terrain
4 Years Ago
Merge from main/Workcart
4 Years Ago
Renamed "Darkness" environment type to "TrainTunnels" so it can be used to specifically identify train tunnels (we can add other environment types that also darken directional light, but they should all have their separate names so they don't toggle the train tunnel map overlay)
4 Years Ago
Train tunnel prevent building volumes
4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed world not properly spawning on first connect
4 Years Ago
Compile fix
4 Years Ago
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4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed robocopy exit code handling (wtf)
4 Years Ago
Fixed incorrect grid snapping on train tunnel entrance mesh (moving too deep into the ground)
4 Years Ago
Merge from main/Workcart
4 Years Ago
Committing everything that changed from a game manifest update (build times)
4 Years Ago
Use robocopy instead of xcopy Since xcopy has a 254 character path length limit
4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed train tunnel entrance not having the correct position and rotation in the standalone client
4 Years Ago
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4 Years Ago
Merge from main/Workcart
4 Years Ago
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4 Years Ago
Merge from main/Workcart
4 Years Ago
Fixed gas mask itemid
4 Years Ago
SetDirty vs. SavePrefabAsset (ItemDefinition.DoPrepare)