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1,123 Commits over 487 Days - 0.10cph!

5 Months Ago
merge from main
5 Months Ago
separated splatting for sand and snow again, debug render command, cleanup
5 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
5 Months Ago
merge from main
5 Months Ago
merge from vehicle_trigger_damage_fixes
5 Months Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
5 Months Ago
merge from vehicle_trigger_damage_fixes
5 Months Ago
missing prefab
5 Months Ago
configured LootContainer damage for modular cars and bikes
5 Months Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
5 Months Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
5 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
6 Months Ago
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6 Months Ago
merge from main
6 Months Ago
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6 Months Ago
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6 Months Ago
merge from main
6 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
6 Months Ago
merge from main
6 Months Ago
merge from main
6 Months Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
6 Months Ago
merge from broadphase_revert
6 Months Ago
revert broadphase method to old settings
6 Months Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
7 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
7 Months Ago
merge from main
7 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
7 Months Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
7 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
7 Months Ago
merge from main
7 Months Ago
merge from broadphase_abp
7 Months Ago
switched to automatic box pruning broadphase - local testing showed 47% improvement
7 Months Ago
remove unused watermap array from job
7 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
7 Months Ago
merge from main
7 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
7 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
7 Months Ago
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
7 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
7 Months Ago
give sleeping player's BC setups a second to rest before pausing the simulation
7 Months Ago
merge from bc_sleeper_fix
7 Months Ago
re-tuned horse costume BC setup to be a bit let less noisy
7 Months Ago
disable bc sim on sleepers, bones reset optionally with ResetBonesOnDisable
7 Months Ago
merge from main
7 Months Ago
cleanup
7 Months Ago
merge from main
7 Months Ago
more tuning and correcting velocity adjustment
7 Months Ago
merge from main
7 Months Ago
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7 Months Ago
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