userandrecancel

12,523 Commits over 4,018 Days - 0.13cph!

5 Years Ago
ProjectVersion.txt
5 Years Ago
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5 Years Ago
Fixed several client-only projectile instantiates calling SetActive instead of AwakeFromInstantiate (this would leak with pooling, although none of these currently appear to be using pooling)
5 Years Ago
BaseProjectile.ServerUse correctly returns its temporary hit list to the pool
5 Years Ago
SetFlag invalidates network cache even if called without sending a network update SendIONetworkUpdate no longer calls InvalidateNetworkCache (since it is now correctly done in SetFlag)
5 Years Ago
Subtracting 2019.3
5 Years Ago
Upgrade MeshColliderCookingOptions to the new default value that includes UseFastMidphase when preprocessing prefabs (hopefully temporary)
5 Years Ago
Fixed map cache texture resolution backwards compatibility on 2019.3 (only affected maps over 4k)
5 Years Ago
2019.3
5 Years Ago
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5 Years Ago
Fixed Spawn / SetParent order in BaseVehicle and MotorRowboat ("changing network group to null" warning spam)
5 Years Ago
Compile fix
5 Years Ago
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5 Years Ago
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5 Years Ago
BasePlayer.lookingAt, lookingAtEntity and lookingAtCollider return real null if lookingAtEntity is set but invalid
5 Years Ago
Skin bundle update
5 Years Ago
Skin update
5 Years Ago
Subtracting 46562 (ring road once again on 3k maps)
5 Years Ago
Only generate ring road on 4k maps or larger
5 Years Ago
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
5 Years Ago
Fixed road mesh being placed slightly too high when loading a map from disk
5 Years Ago
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5 Years Ago
Updating libRustNative.so (Linux server)
5 Years Ago
Fixed various cases where roadside monuments could be placed in a way that they were partially floating
5 Years Ago
Better shuffling when attempting to place roadside monuments
5 Years Ago
Restoring Linux RustNative
5 Years Ago
Removed road mesh offset of 0.01m (makes it hover too much)
5 Years Ago
Adjusted roadside monument loot spawns on tier 1 and 2
5 Years Ago
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5 Years Ago
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5 Years Ago
River mesh import settings fixes
5 Years Ago
Network++ Save++
5 Years Ago
Merge from main
5 Years Ago
Fixed ring road not having any vertical smoothing applied (was overwritten after roadside monument placement)
5 Years Ago
Barren map scene updates
5 Years Ago
Only attempt to generate ring road on 3k map or larger
5 Years Ago
Cull river and road meshes at 1000m
5 Years Ago
Use 4 anchor points to generate ring road on small maps, then 8 at 5k or larger
5 Years Ago
Compile fix
5 Years Ago
TreeEntity: Changed OnDrawGizmos to OnDrawGizmosSelected (editor performance)
5 Years Ago
Snap vertices to terrain at start and end of the path meshes Fixed off by one in PathInterpolator (resulting in slightly incorrect path positions)
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)