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branchrust_reboot/main/erosioncancel

59 Commits over 92 Days - 0.03cph!

4 Hours Ago
tapering MaxCarveDelta off using multiple topology queries of different radii adjust sediment and waterheight values with carve limits so water and sediment are also corrected
Yesterday
merge from main
Yesterday
fixing erosion issues waterside and stripe artefacts - corrected slope angle calculation that was causing striped carving at low - introduced procedural carving limit that eliminates waterside carving and just limits max-depth elsewhere
3 Days Ago
moved some TerrainTopologyMap job utility methods into own class and also promoted local function to a static method, burst seems to hate local functions in this case
3 Days Ago
removed uneeded burst compatibility test attributes from methods, caused the owning class to be tested for burst compatibility
3 Days Ago
fixed editor-only memory leak in shorevectors that would happen with domain reload
3 Days Ago
merge from main
4 Days Ago
cleanup
4 Days 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
4 Days Ago
merge from main
7 Days Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
7 Days 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
9 Days Ago
2-week yolo merge from main
28 Days Ago
cleanup
28 Days Ago
removed some jungle procedural components from empty procedural map
29 Days Ago
jobified splatting, takes a big chunk off of processing time
29 Days Ago
moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
30 Days Ago
rebalanced terrain splatting around snow and sand to not be massively too broad
30 Days Ago
debug command wrapped in proper infdef + codegen
30 Days Ago
merge from main
31 Days Ago
merge from main
31 Days Ago
separated splatting for sand and snow again, debug render command, cleanup
32 Days 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
36 Days Ago
merge from main
39 Days Ago
merge from main
49 Days Ago
merge from main
50 Days 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
50 Days Ago
merge from main
51 Days Ago
merge from main
2 Months Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
2 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
2 Months Ago
merge from main
2 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
2 Months Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
2 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
2 Months Ago
merge from main
2 Months Ago
remove unused watermap array from job
2 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
2 Months Ago
merge from main
3 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
3 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
3 Months Ago
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
3 Months Ago
cleanup
3 Months Ago
merge from main
3 Months Ago
more tuning and correcting velocity adjustment
3 Months Ago
merge from main
3 Months Ago
removed unnecessary NoAlias attribute
3 Months Ago
fixes and tuning improvements - corrected indexing mistakes that caused water to flow generally eastwards and slope angle to just be wrong - water height threshold to stop ocean eroding seafloor - sediment depositing uses timestep to help tuning be more consistent - cleanup
3 Months Ago
some aggressive optimizations to vectorize better, mostly switching out repeated inline coordinate->index operations with single int2x4 operation - makes a difference with the loop count we're looking at
3 Months Ago
merge from main