userandrecancel

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

4 Years Ago
Merge from main/Workcart
4 Years Ago
Network++ Save++
4 Years Ago
Merge from main
4 Years Ago
Reapplying 58855 since it was probably not causing any problems after all
4 Years Ago
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4 Years Ago
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4 Years Ago
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4 Years Ago
Allow train tunnel entrances to spawn next to desire trails as well as side roads (just not the main ring road)
4 Years Ago
Spawn up to 20 tunnel entrances
4 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
4 Years Ago
Better tunnel entrance road nodes for slightly more distance to the road itself
4 Years Ago
Slightly better tunnel entrance splat map (still programmer art)
4 Years Ago
Better tunnel entrance terrain anchors
4 Years Ago
Better grid snapping for dungeon entrance
4 Years Ago
Fixed GenerateDungeon edge case where it would introduce an incorrect offset shortly before the end
4 Years Ago
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4 Years Ago
Added TerrainPath.DungeonRoot and TerrainPath.DungeonCells Renamed TerrainPath.Dungeons to TerrainPath.DungeonEntrances Tunnel entrances are now also under "Dungeon" hierarchy
4 Years Ago
Tunnel entrance now has DungeonInfo component
4 Years Ago
TerrainPath now keeps a list of DungeonInfo, which keeps a list of DungeonLink
4 Years Ago
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4 Years Ago
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4 Years Ago
▅▊█'█ █▉▊▋▊▌▅▄ ▉▅▆▋▅█▊ "▌▌▆▇▆▆▅▅▍" ▄▆▇▉▇ ▊▉▌▌▇ ▉▍▇▆▍▌▄▌▇▋▉ ▋▌▊▍ ▅▉▍▇ ▅▆▇█▋▋█▉ ▊▊▌ ▊▇▌▌▍▊▉▊ ▆█▆▇▌▇█ ▇▇▊ ▉▆▄▉█▊▄▅▉ (▊█▉▇ █▆█▅▅▌ ▍▊▆▉▍▊▍▍▍▉)
4 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
4 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)
4 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)
4 Years Ago
Prefab updates (OnlyVisibleUnderground tag)
4 Years Ago
OnlyVisibleUnderground tag
4 Years Ago
Fairly terrible system to hide train tunnels unless inside underground environment volume
4 Years Ago
Static elevator lift prefab fixes
4 Years Ago
Added elevator prefabs to corridor / entrance prefabs
4 Years Ago
Fixed Elevator NREs when CableRoot or CableLod were not set
4 Years Ago
Split static elevator into top / floor prefab Updated mesh on static elevator lift prefab
4 Years Ago
Fixed ElevatorStatic.Spawn not freeing the pooled raycast hit list if it's not the top elevator
4 Years Ago
Removing Elevator.PostServerLoad Debug.Log
4 Years Ago
Merge from static_elevator
4 Years Ago
Fixed stairwell variant b never spawning
4 Years Ago
Train tunnels use "Darkness" environment type
4 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
4 Years Ago
Fixed AmbientLightLOD not properly preserving light intensity
4 Years Ago
Corridor fixes 2: Quaternion boogaloo
4 Years Ago
Stairwell bottom adjustments
4 Years Ago
Tunnel entrance prefab update
4 Years Ago
AddToAlphaMap procedural component to carve the terrain in a delayed manner (in case part of a monument is moved after initial placement, like for the tunnel entrances)
4 Years Ago
Prefab priority updates (fixes cases where stairwell bottom piece was placed prematurely)
4 Years Ago
Tunnel entrance Scene2Prefab scene
4 Years Ago
Corridor environment volume updates
4 Years Ago
Prefab updates
4 Years Ago
PriorityEnd is no longer required