userlamalovecancel

3,167 Commits over 2,496 Days - 0.05cph!

Today
Merge from improved_network_groups
Today
Merge from main
Yesterday
Merge from main
Yesterday
Fix missing text on leave clan button
Yesterday
Merge from tunnel_netgroup_fix_merge
Yesterday
Subtract 146072 + merge from tunnet_netgroup_fix
Yesterday
Rerun s2p on launch site to modify the usual heightmap texture instead
Yesterday
Modify the heightmap texture directly instead of making a copy in s2p
Yesterday
Subtract 146162
Yesterday
Merge from tunnet_netgroup_fix
Yesterday
Bundle textures next to monument prefabs in the monuments bundle
3 Days Ago
Merge from tunnel_netgroup_fix
3 Days Ago
Increase tunnel layer threshold from -40 to -20 so more underground tunnels get network culled from the surface (and the opposite)
3 Days Ago
Rerun s2p for launch site
3 Days Ago
Merge from main
3 Days Ago
Merge from s2p_particle_flatten_fix
4 Days Ago
Merge from main
4 Days Ago
Merge from tunnet_netgroup_fix/launch_site_hole_carve
7 Days Ago
Merge from improved_network_groups/variable_cell_size
7 Days Ago
Add support for different entity ranges per entity Internally the overworld now has three overlapping network group grids with different cell sizes Players subscribe to all layers with different radii Entities can be configured with a preference for which network layer to place them on
8 Days Ago
Fix most of the ServerOcclusionGroup tests Default grid size was too small (it just used out of bounds cells before) Fixed IsVisibleFrom to also test against the circular radius Reset some convars that can make the tests fail
8 Days Ago
Merge from main
8 Days Ago
Code review fixes
9 Days Ago
Use larger cell sizes for the deep sea network group layer so we can reduce the number of cells we need to subscribe to Reduce visibilityRadiusDeepSea from 20 to 10 because the radius is in cells and cell sizes are twice as big now
9 Days Ago
Add support for different cell sizes for network group layers
15 Days Ago
Subscribe to network groups around the player in a chunky circle instead of square
17 Days Ago
Raise launch site so its terrain has room to be lowered into the hole (added Tools/Terrain/Raise Terrain for this) Added an option to SceneToPrefab which automatically lowers the heightmap inside of terrain holes to where colliders are SceneToPrefab will save the heightmap as a separate asset that only the prefab references
22 Days Ago
Merge from tunnet_netgroup_fix
22 Days Ago
Compile fix
22 Days Ago
Merge from main
23 Days Ago
Add missing SetApplicationId call for Discord integration
24 Days Ago
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25 Days Ago
Change the network group layers to use terrain height as a basis instead of planes along the Y axis
30 Days Ago
Fix truncation of entity IDs from 32->64 bits in FileStorage.Get (thanks Jexs) This was causing artwork to disappear on some servers
34 Days Ago
Maintaining control of the flag awards clan score Flag shows the clan logo on it when being controlled by a clan
35 Days Ago
Show the clan logo on the map marker too
35 Days Ago
Show who has control of the flag under the flag's map marker (including clan) If the flag isn't being carried only show clan name if controled by a clan, otherwise keep showing the last held player
36 Days Ago
Capturable flag item/entity that you can pick up, move, drop Location is shown on the map
45 Days Ago
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