userGriglercancel

929 Commits over 457 Days - 0.08cph!

4 Months Ago
removed some jungle procedural components from empty procedural map
4 Months Ago
jobified splatting, takes a big chunk off of processing time
4 Months Ago
moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
4 Months Ago
rebalanced terrain splatting around snow and sand to not be massively too broad
4 Months Ago
debug command wrapped in proper infdef + codegen
4 Months Ago
merge from main
4 Months Ago
merge from main
4 Months Ago
separated splatting for sand and snow again, debug render command, cleanup
4 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
4 Months Ago
merge from main
4 Months Ago
merge from vehicle_trigger_damage_fixes
4 Months Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
4 Months Ago
merge from vehicle_trigger_damage_fixes
4 Months Ago
missing prefab
4 Months Ago
configured LootContainer damage for modular cars and bikes
4 Months Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
4 Months Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
4 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
4 Months Ago
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4 Months Ago
merge from main
4 Months Ago
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4 Months Ago
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5 Months Ago
merge from main
5 Months 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
5 Months Ago
merge from main
5 Months Ago
merge from main
5 Months Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
5 Months Ago
merge from broadphase_revert
5 Months Ago
revert broadphase method to old settings
5 Months Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
5 Months Ago
re-balanced erosion splat values to be less intense, included oceanside and lakeside to ignore mask to avoid wiping out beaches with stones
5 Months Ago
merge from main
5 Months 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
5 Months Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
5 Months 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
5 Months Ago
merge from main
5 Months Ago
merge from broadphase_abp
5 Months Ago
switched to automatic box pruning broadphase - local testing showed 47% improvement
5 Months Ago
remove unused watermap array from job
5 Months Ago
switched initial map prepare job to IJobParallelForBatch to reduce locking with parallel writer (temp alloc list of indices and add to write as batch per-job) - also other various micro-optim
5 Months Ago
merge from main
6 Months Ago
erosion tuning and fixes - tweaked values again, bit more prominent - splitting slope calc into its own job with tiling for better caching - corrected error with flux calc where water was tending to flow in one direction
6 Months Ago
erosion adjustments - fixed evaporation rate being stupidly high - cache ocean indices on the start and refill the ocean each step, stops it seeping out the world border - smoothstep sediment adjustment with water depth and threshold to stop erosion from high velocity deep water - properly adjust water height by sediment adjustments
6 Months Ago
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
6 Months Ago
uiPlayerPreview forces and removes LOD components in line with toggling burstcloth objects through broadcast - stops player preview having BurstControllers disabled due to distance from the player camera
6 Months Ago
give sleeping player's BC setups a second to rest before pausing the simulation
6 Months Ago
merge from bc_sleeper_fix
6 Months Ago
re-tuned horse costume BC setup to be a bit let less noisy
6 Months Ago
disable bc sim on sleepers, bones reset optionally with ResetBonesOnDisable
6 Months Ago
merge from main