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1,553 Commits over 699 Days - 0.09cph!

11 Months Ago
multiple significant fixes to GameTrace, new Projectile and GameTrace tests are passing but seeing a slight differences in projectile counts with performance test that's indicating some untested edgecases
11 Months Ago
initial pass on batched projectiles, functional except for LOS checks but failing consistency tests which needs more diagnosing - added batch support to multiple tests for comparison
11 Months Ago
reconfigured fluorescent ceiling light physics configuration - using configurable joints for better motion, small linear limit for better motion and positional drive on the Y to stop it flying through the ceiling - added toggle to reduce sleep threshold on CeilingLights - needs a line renderer setup to replace mesh cables
11 Months Ago
compile fix
11 Months Ago
merge from erosion
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
improved topology-based max carve height to produce a better gradient
11 Months 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
11 Months Ago
merge from main
11 Months Ago
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
11 Months 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
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
1 Year Ago
merge from main
1 Year Ago
separated splatting for sand and snow again, debug render command, cleanup
1 Year 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
1 Year Ago
merge from main
1 Year Ago
merge from vehicle_trigger_damage_fixes
1 Year Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
1 Year Ago
merge from vehicle_trigger_damage_fixes
1 Year Ago
missing prefab
1 Year Ago
configured LootContainer damage for modular cars and bikes
1 Year Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
1 Year Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
1 Year 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