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branchrust_reboot/main/world_update_2/flow_vector_fieldcancel

19 Commits over 30 Days - 0.03cph!

3 Months Ago
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
3 Months Ago
accidental doubling up of waterflow generation for rivers
3 Months Ago
using parallel call to populate water flow from shore vectors
3 Months Ago
not serializing flowmap, we can just generate it on load
3 Months Ago
merge from world_update_2
3 Months Ago
merge from world_update_2
3 Months Ago
non-linear flow scaling, with further tuning
3 Months Ago
merge from world_update_2
3 Months Ago
scaling flow forces with shore distance (needs more tuning)
3 Months Ago
merge from world_update_2
3 Months Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
3 Months Ago
better separation of flow vector/angle generation, still need to find a proper home for it
3 Months Ago
functional waterflowmap - saved/loaded like other terrain data - need to adjust where it's written to, it's still hacked into other terrain generation processes
3 Months Ago
basis of water flow terraindata - compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
3 Months Ago
merge from world_update_2
3 Months Ago
merge from world_update_2
3 Months Ago
merge from world_update_2
3 Months Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code
3 Months Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information