userandrecancel

12,539 Commits over 3,806 Days - 0.14cph!

5 Years Ago
Don't start building the navmesh if ai.move is false and nav_wait is false (i.e. in the editor -- eliminates a lot of editor stuttering on large maps)
5 Years Ago
In the editor, disable autoSyncTransforms when spawning populations (saves 20s in server loading time on a 4k map when no save is being loaded)
5 Years Ago
Reduced road direction randomization ("wobbliness") at layout stage by 60%
5 Years Ago
Fixed powerlines not spawning along the ring road
5 Years Ago
Reduced road terrain offset from 0.05 to 0.01 (looks better after the previous fixes)
5 Years Ago
Fixed some edge cases where the road could clip into the terrain
5 Years Ago
Removed debug logging
5 Years Ago
Tweaks
5 Years Ago
Fixed path mesh scale fuckups (fixes road and river texture tiling)
5 Years Ago
Fixed potential edge case with not blocking deployment on narrow roads
5 Years Ago
Fixed incorrect road mesh scaling along path (from the axis changes)
5 Years Ago
Updated loot on roadside monuments depending on the tier they've been place in
5 Years Ago
SpawnGroup can filter by tier to disable itself on certain tiers
5 Years Ago
Assigned monument bounds on airfield, bandit down and compound
5 Years Ago
MonumentInfo bounds are no longer ReadOnly (they're assigned by hand)
5 Years Ago
Increased min distance between caves so there are less on small maps
5 Years Ago
Bumped road mesh placement up slightly to hover 0.05m above terrain (suits the new mesh best)
5 Years Ago
Path smoothing cleanup
5 Years Ago
Updated code to new road mesh orientation
5 Years Ago
Cherry picking 44411
5 Years Ago
Intersection regression fix
5 Years Ago
Smoothing regression fix for non-circular paths
5 Years Ago
Added circular path support to path interpolator (smooth start / end transition of the ring road)
5 Years Ago
Assigned road and river meshes in the procedural map and road test scenes
5 Years Ago
Use custom mesh for road and river mesh generation (morphed along the spline) Fixed a bug in the road and riger terrain adjustment distance calculation that would cause some weird visual glitches
5 Years Ago
Better safe than sorry
5 Years Ago
Actually update save list when disabling saving in BaseFirework (added EnableSaving method similar to EnableGlobalBroadcast, moved both to BaseEntity)
5 Years Ago
Disable saving on fireworks that are lit (previously done when going off, which was too late)
5 Years Ago
Cherry picking 45869 (road and river mesh tangent fix)
5 Years Ago
Fixed road and river mesh tangents
5 Years Ago
Cherry picking 45807
5 Years Ago
Updated ring road to latest (cherry picking 44685, 44993, 44994, 45065, 45068, 45082, 45462, 45463, 45575, 45576, 45577, 45596, 45597, 45598, 45619, 45664)
5 Years Ago
Update workspace after undoing changes (seems to be required?)
5 Years Ago
When iterating on the ring road, prioritize retrying nodes with more missing paths
5 Years Ago
Subtracting 45544 cc rohan
5 Years Ago
EmissionScaledByLight takes HDR colors (RGB > 1) into account (regression from 33595 cc diogo, LightEx was changed to use HDR colors instead of intensities > 1)
5 Years Ago
Disabled ScaleWithLargeMaps on some spawn populations
5 Years Ago
Added ScaleWithLargeMaps toggle to spawn populations (can be unchecked to stop scaling a population beyond 4k maps, for example makes sense for vehicles and certain loot since their count is balanced for server pop and not map size)
5 Years Ago
Merge from main
5 Years Ago
Added pooling to firework shells (+ updated scripts to support that)
5 Years Ago
Merge from main
5 Years Ago
Reduced glossiness paramter on road materials (HDRP texture backport far too glossy on main)
5 Years Ago
Enabled trilinear filtering on the new road textures
5 Years Ago
PathInterpolator.GetTangent uses Vector3.Slerp instead of Vector3.Lerp
5 Years Ago
Fixed road_asphalt_2 missing spec map assignment
5 Years Ago
Increased supermarket and gas station target count from 2 to 3
5 Years Ago
Abandoned cabins (swamp_c) is now a tier 0 monument
5 Years Ago
BaseBoat.generate_paths is false by default when running in the editor (load times)
5 Years Ago
RustNative update (plain topology terrain generation)
5 Years Ago
Deleting Linux RustNative