branchrust_reboot/main/world_update_2cancel

549 Commits over 61 Days - 0.38cph!

1 Year Ago
Enabled Mountain toplogy use on lakes unique environments
1 Year Ago
Erosion proof of concept
1 Year Ago
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
1 Year Ago
Mounted length modifier in Frontier Hazmat changed to 1.0 (was 0)
1 Year Ago
Frontier hazmat backpiece removed when backpack is equipped
1 Year Ago
Quick optimization pass on tree-impact FX. No longer taxes CPU on needless flake collisions etc. Related material tweaks.
1 Year Ago
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
1 Year Ago
Moon size increased a further 0.1, to get it precisely equal to the Sun's size. The game is good now.
1 Year Ago
Slightly tweaked weather ratios for the updated types.
1 Year Ago
Storm tweaks (missing ambient dimming script feature, so lighting too bright atm)
1 Year Ago
More weather fixes/tweaks.
1 Year Ago
Rain profile tweaks.
1 Year Ago
Weather profile iteration.
1 Year Ago
Nicer overcast weather.
1 Year Ago
updated swamps and bandit town swamp topology
1 Year Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
1 Year Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
1 Year Ago
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
1 Year Ago
switched out prefab CompareTo to explicit implementation to avoid boxing
1 Year Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
1 Year Ago
CraggyIsland TopologyMap fixes
1 Year Ago
post-merge waterinfo query fix
1 Year Ago
merge DPV->world_update_2
1 Year Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
1 Year Ago
Post merge formatting fixes
1 Year Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
1 Year Ago
merge FrontierHazmat->world_update_2
1 Year Ago
Main Camera post merge prefab fix
1 Year Ago
WaterLevel post merge compile fix
1 Year Ago
Merge from main (this will likely need some post-merge fixes)
1 Year Ago
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
1 Year Ago
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
1 Year Ago
Fixed floor spikes giibs spawning twice
1 Year Ago
Fixed large water catcher gibs incorrect materials
1 Year Ago
Ocean surface reflection tweaks for better sunsets.
1 Year Ago
Godray tweaks. Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
1 Year Ago
Sky day cycle color iteration; Smoother sunsets with improved volumetrics. Milder twilight clouds. Better night clouds. Less sun color banding. Etc. Also related climate tweaks.
1 Year Ago
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
1 Year Ago
Forgotten file (WaterBody)
1 Year Ago
Don't place lakes where their water level would end up below 0 (lake / ocean rendering issue that would need wider water shader changes)
1 Year Ago
Fixed various errors in edit mode Fixed water being invisible in edit mode
1 Year Ago
Subtracting 103462 (causing water rendering regressions)
1 Year Ago
Set SlopeScale for cliff_hills_large_temperate and cliff_hills_mid_temperate to 3 (baseline new functionality test) Removed center terrain anchor from cliff_hills_large_temperate and cliff_hills_mid_temperate as it blocks placement on steeper slopes
1 Year Ago
Exposed TargetCount, TargetLength, AnchorModeInitial and AnchorModeRepeat in PlaceCliffs Reduced TargetCount for cliff_hills_large_temperate from 8 to 4 (reduces generation time by order of magnitude with little visual impact) Adjusted AnchorModeRepeat for cliff_hills_large_temperate and cliff_hills_mid_temperate to MaximizeHeight to ensure they stick out of the terrain as much as possible
1 Year Ago
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
1 Year Ago
Prefab<T> caches PrefabAttribute on repeat calls
1 Year Ago
oilrig small and gas station S2P
1 Year Ago
Fixed wood ladder prefab using outdated material definition Converted to MeshLOD along the way
1 Year Ago
compound s2p
1 Year Ago
fixed compound bbq being hidden away inside a building - put back in party area