branchrust_reboot/main/world_update_2cancel

549 Commits over 61 Days - 0.38cph!

1 Year Ago
fixed driftwood_set_3 incorrectly set lods
1 Year Ago
added terrain filter checks to coastal rocks
1 Year Ago
Wider and stronger lakeside topology for lakes and oasis UE's
1 Year Ago
Removed missing guid rocks from craggy
1 Year Ago
Log pile AO doesn't go pure black in the middle.
1 Year Ago
Testing less washed out color grading. More oldschool.
1 Year Ago
set oceanwreckbuoys to use standard shader to fix broken shadow - thanks Ryan you're the best
1 Year Ago
Discard ocean fragments entirely if there's no chance the camera is inside the ocean (fixes remaining depth corruption issues while preserving underwater mask coverage while underwater)
1 Year Ago
Streamlined legacy woodpile material setup
1 Year Ago
Added shark spawner to all divesites
1 Year Ago
Prevent building on legacy wood pile
1 Year Ago
world_update_2/legacy_woodpile_improvements -> world_update_2
1 Year Ago
DecorSwim fixes
1 Year Ago
More shitty workarounds for underwater effects inside lakes
1 Year Ago
Fixed oasis_a, b and c having ocean topology painted at the center of their lake (I disabled the transfer of ocean topology on the Monument script instead of removing it, this is probably from some automated import and may reappear)
1 Year Ago
Further tightening of divesite terrain anchors
1 Year Ago
ProceduralMapEmpty up to date
1 Year Ago
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
1 Year Ago
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
1 Year Ago
Removed bluish tint from cliffs Tweaked hill cliff slope masks / removed cavity masking
1 Year Ago
Increased divesite anchor count. Anchor radius and height
1 Year Ago
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
1 Year Ago
Decor topology is now considered blocked for road and river generation Place river source object right after river generation, so it can be avoided by road and rail generation
1 Year Ago
Fixed issues related to DecorSwim and WaterCheck Added terrainHeight to WaterInfo since we already retrieve it, saves duplicate calls into TerrainHeightMap by callers Added GetWaterAndTerrainSurface (returns both) and GetWaterOrTerrainSurface (returns the max of them) to WaterLevel
1 Year Ago
Buoyancy fixes inside canyons
1 Year Ago
Don't cull lake water if swamp topology exists Added forgiveness radius when creating the water culling mask to work around slight inaccuracies in the painted topologies (may have to dial this back in the future, so let's try and make the topologies as accurate as possible)
1 Year Ago
Encoded water body type into shore vector w component, instead of just ocean mask Use ocean, lake and river topology to cull water (depending on the water type) TODO: Lakes need lakeside topology around their water volume (covering some of their beach, see Asana) TODO: Oceanside topology needs improving (will do next)
1 Year Ago
River flow improvements (follows a sin wave on flat terrain) River distance improvements (rivers keep a more reasonable distance from each other)
1 Year Ago
Small river width randomization fix
1 Year Ago
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
1 Year Ago
Created LODs and baked LODs for hill cliffs Added batching to all cliffs Added splat masks for hill cliffs Removed jutting cliff material variants
1 Year Ago
Fixed 35-40 calls of TerrainWaterMap vs. WaterLevel
1 Year Ago
Coastal cliffs LOD distance tweaks Fixed slope mask settings
1 Year Ago
Re-enabled foliage displacement on divesites
1 Year Ago
fixing the LS motorbike access to puzzle
1 Year Ago
LS s2p
1 Year Ago
Coastal cliffs Slope masks and LODs
1 Year Ago
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
1 Year Ago
Reduced river length scale so max length is identical to before the recent start width change in 103263
1 Year Ago
Fixed abovegroundpool and paddlingpool having their water body types set incorrectly
1 Year Ago
Widened rivers slightly at their origin
1 Year Ago
Fixed DecorSwim breaking from 103228 (removing ocean from water map)
1 Year Ago
Fixed generated path meshes not preserving the w component when rotating tangents
1 Year Ago
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering) Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up) Removes water volumes from lakes (now handled with AddToWaterMap) Eliminated noEarlyExit parameter from WaterLevel Fixed several edge cases in WaterLevel
1 Year Ago
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
1 Year Ago
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
1 Year Ago
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting) Uses same system as boogie boards
1 Year Ago
Subtracting 103112 (water carving volume culling distance) as it's no longer needed with the new changes (canyons are no longer using water carving volumes)
1 Year Ago
Removed ocean from TerrainWaterMap (now only contains rivers and lakes, needs rebaking for static test maps, did it for CraggyIsland) Ocean is culled entirely under the terrain (exists neither for physics nor rendering) Ocean now only exists where the ocean or oceanside topologies are painted (may break custom maps that messed this up) Removed water carving volumes from canyons (no longer required, fixes bugs caused by those volumes reaching beyond the canyons and overlapping ocean, lakes or rivers) This will likely break everything and ruin all of our lives for the next few weeks
1 Year Ago
Improved Legacy Wood Piles -> World Update 2