userGriglercancel

1,541 Commits over 699 Days - 0.09cph!

11 Months Ago
removed uneeded burst compatibility test attributes from methods, caused the owning class to be tested for burst compatibility
11 Months Ago
fixed editor-only memory leak in shorevectors that would happen with domain reload
11 Months Ago
merge from main
11 Months Ago
cleanup
11 Months Ago
moved heightmap carving part of erosion significantly sooner in the worldgen, post canyons/lakes but pre-rivers - simplest way to avoid affecting roads/rivers/etc too much was to just do it first and let them override the results - splatting still happens after all this, uses the original heightDelta for strength but the current slope delta for tapering
11 Months Ago
merge from main
11 Months Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
11 Months Ago
separated GridErosion heightmap carving from terrain splatting as two separate ProceduralComponent passes, gives more control to let rocks be placed nicely onto channelled terrain but then restrict splatting terrain onto them afterwards - also re-ordered GridErosion to be before small cliff hill rocks as these were the main cause of floating rocks
11 Months Ago
merge from ambiencewavesoundzone_null_fix
11 Months Ago
sanity check validity of AmbienceWaveSounds singleton when calling trigger callbacks, can be destroyed in some disconnect cases
11 Months Ago
2-week yolo merge from main
12 Months Ago
cleanup
12 Months Ago
removed some jungle procedural components from empty procedural map
12 Months Ago
jobified splatting, takes a big chunk off of processing time
12 Months Ago
moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
12 Months Ago
rebalanced terrain splatting around snow and sand to not be massively too broad
12 Months Ago
debug command wrapped in proper infdef + codegen
12 Months Ago
merge from main
12 Months Ago
merge from main
12 Months Ago
separated splatting for sand and snow again, debug render command, cleanup
12 Months Ago
erosion changes - retuned erosion again to allow better channel carving, while maintaining control - new method for terrain splatting that relies on calculating delta gradients from erosion heightmap delta, allows control to paint thin channels without painting large flat sections
12 Months Ago
merge from main
12 Months Ago
merge from vehicle_trigger_damage_fixes
12 Months Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
12 Months Ago
merge from vehicle_trigger_damage_fixes
12 Months Ago
missing prefab
12 Months Ago
configured LootContainer damage for modular cars and bikes
12 Months Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
12 Months Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
12 Months Ago
reduced jungling sapling health and wood yield to be inline with other biome saplings - lower health means cars run through them more naturally like in other biomes
1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
another pass on erosion spaltting - depeer gouges from erosion - less intense splatting of gravel generally - slope threshold to stop splatting onto larger flat sections at the bottom of hills - cliff avoidance to match previous behaviour
1 Year Ago
merge from main
1 Year Ago
merge from main
1 Year Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
1 Year Ago
merge from broadphase_revert
1 Year Ago
revert broadphase method to old settings
1 Year Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
1 Year Ago
re-balanced erosion splat values to be less intense, included oceanside and lakeside to ignore mask to avoid wiping out beaches with stones
1 Year Ago
merge from main
1 Year Ago
switched splat writing to iterate heightmap delta and write splat with normalized coords - much better results, but needs jobifying as it's much slower
1 Year Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
1 Year Ago
added splatmap writing to the end of the grid-based erosion, re-used approach from old particle-based solution but with re-tuned values - also rebalanced values again
1 Year Ago
merge from main
1 Year Ago
merge from broadphase_abp
1 Year Ago
switched to automatic box pruning broadphase - local testing showed 47% improvement