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3,172 Commits over 2,527 Days - 0.05cph!

Today
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
2 Days Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
6 Days Ago
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10 Days Ago
Merge from improved_network_groups
10 Days Ago
Bug fixes for checking visibility across different network group layers when they have different cell sizes
13 Days Ago
Update Mono.Cecil, use .net standard build
13 Days Ago
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
14 Days Ago
Merge from improved_network_groups
14 Days Ago
Merge from main
15 Days Ago
Merge from main
15 Days Ago
Fix missing text on leave clan button
15 Days Ago
Merge from tunnel_netgroup_fix_merge
15 Days Ago
Subtract 146072 + merge from tunnet_netgroup_fix
15 Days Ago
Rerun s2p on launch site to modify the usual heightmap texture instead
15 Days Ago
Modify the heightmap texture directly instead of making a copy in s2p
15 Days Ago
Subtract 146162
15 Days Ago
Merge from tunnet_netgroup_fix
15 Days Ago
Bundle textures next to monument prefabs in the monuments bundle
16 Days Ago
Merge from tunnel_netgroup_fix
16 Days Ago
Increase tunnel layer threshold from -40 to -20 so more underground tunnels get network culled from the surface (and the opposite)
16 Days Ago
Rerun s2p for launch site
16 Days Ago
Merge from main
16 Days Ago
Merge from s2p_particle_flatten_fix
17 Days Ago
Merge from main
17 Days Ago
Merge from tunnet_netgroup_fix/launch_site_hole_carve
20 Days Ago
Merge from improved_network_groups/variable_cell_size
20 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
21 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
21 Days Ago
Merge from main
21 Days Ago
Code review fixes
22 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
22 Days Ago
Add support for different cell sizes for network group layers
28 Days Ago
Subscribe to network groups around the player in a chunky circle instead of square
30 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
35 Days Ago
Merge from tunnet_netgroup_fix
35 Days Ago
Compile fix
35 Days Ago
Merge from main
36 Days Ago
Add missing SetApplicationId call for Discord integration
37 Days Ago
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37 Days Ago
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38 Days Ago
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38 Days Ago
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38 Days Ago
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38 Days Ago
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38 Days Ago
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38 Days Ago
Change the network group layers to use terrain height as a basis instead of planes along the Y axis
43 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
48 Days Ago
Maintaining control of the flag awards clan score Flag shows the clan logo on it when being controlled by a clan
48 Days Ago
Show the clan logo on the map marker too
49 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