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108,321 Commits over 3,867 Days - 1.17cph!

10 Years Ago
Fixed empty string network write NRE Fixed NRE in Deployer Fixed "dropped through" server errors
10 Years Ago
Shooting metal blocks now makes sparks Shooting stone blocks now make correct stone block being shot effects
10 Years Ago
Fix compile error and reapply footstep updates
10 Years Ago
foundation, floor, roof, walls, stairs - metal tier
10 Years Ago
Low wall grades
10 Years Ago
Enabling some shader features
10 Years Ago
Updated internal standard shader properties Added first version of standard shader with toggable particle accum layer; e.g. rocks with snow, sand Added warning if force atlas max mip level fails
10 Years Ago
Prevented players from spawning inland or on cliffs (only coastal sand beach now) Extended player spawns to include areas slightly to the north and south of the temperate biome
10 Years Ago
Metal walls
10 Years Ago
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
10 Years Ago
Tweaked topology-based path cost to yield more natural looking paths
10 Years Ago
Removed multithreading from post-road-placement cliff creation (possible race condition if splat, color, topology or path resolution mismatched)
10 Years Ago
Multithreaded pathfinding of the road network
10 Years Ago
Try Catch around UnityAnalytics calls - because they're throwing errors for some people
10 Years Ago
wooden door key can be burnt in fire/furnace
10 Years Ago
Fixed protection properties not expanding when new damage types added Beefed up block vs melee protections
10 Years Ago
Added stats tables to BaseMelee preview http://goo.gl/WV1lBp
10 Years Ago
Reduced the percentage of terrain that is turned into water Improved terrain edge falloff Increased lake frequency and amplitude slightly Changed lake noise type to turbulence Fixed beach and underwater cliff color looking a bit weird
10 Years Ago
Converted spanning tree to semi-directed Added road and bridge segmentation Added bridge placement backend Added bridge topology type Made road placement stop when encountering crossroads Fixed various small weirdnesses in the road network calculation
10 Years Ago
Boilerplate for recording bytes sent
10 Years Ago
Fixing server shutdown NRE
10 Years Ago
Handle CONNECTION_ATTEMPT_FAILED
10 Years Ago
meta files
10 Years Ago
Undoing footstep commits (they broke the compile)
10 Years Ago
merge from main
10 Years Ago
first pass repair bench
10 Years Ago
Consolidate some footstep stuff that doesn't need to be in two separate classes
10 Years Ago
Extend footstep raycast range so footsteps trigger more reliably when running downhill
10 Years Ago
Ensure two footstep sounds won't trigger simultaneously from overlapping animation events
10 Years Ago
Mix adjustment
10 Years Ago
prefabs for the horse
10 Years Ago
horse sounds
10 Years Ago
added new horse anims ( gallop / sleeping ); Tweaked a bunch of other anims for the horse
10 Years Ago
Fix owl & gull ambient stings Actually remove old footstep sounds for real this time?
10 Years Ago
Fix missing ambience manager prefab in proc map
10 Years Ago
merge from main/footsteps
10 Years Ago
Remove old footsteps
10 Years Ago
merge from main
10 Years Ago
Ambient sting adjustment
10 Years Ago
Small mix tweaks
10 Years Ago
Soften up a few hard footstep sounds a bit
10 Years Ago
lose some extra velocity on ricochet
10 Years Ago
Fixed human meat cooking
10 Years Ago
protocol++
10 Years Ago
projectiles can ricochet
10 Years Ago
merge from main
10 Years Ago
10 Years Ago
Merge from main
10 Years Ago
Tweaked builder to delete hashtool better
10 Years Ago
Exception fixes