1,140 Commits over 487 Days - 0.10cph!
    
    
    
        
            
            
            
                
                fixed editor-only memory leak in shorevectors that would happen with domain reload
                
                
                
                
             
         
        
        
        
            
            
            
                
                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
                
                
                
                
             
         
        
        
            
            
            
                
                added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc.
debug.forcerefreshlods
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                merge from ambiencewavesoundzone_null_fix
                
                
                
                
             
         
        
            
            
            
                
                sanity check validity of AmbienceWaveSounds singleton when calling trigger callbacks, can be destroyed in some disconnect cases
                
                
                
                
             
         
        
            
            
            
                
                2-week yolo merge from main
                
                
                
                
             
         
        
        
            
            
            
                
                removed some jungle procedural components from empty procedural map
                
                
                
                
             
         
        
            
            
            
                
                jobified splatting, takes a big chunk off of processing time
                
                
                
                
             
         
        
            
            
            
                
                moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
                
                
                
                
             
         
        
            
            
            
                
                rebalanced terrain splatting around snow and sand to not be massively too broad
                
                
                
                
             
         
        
            
            
            
                
                debug command wrapped in proper infdef + codegen
                
                
                
                
             
         
        
        
        
            
            
            
                
                separated splatting for sand and snow again, debug render command, cleanup
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
        
            
            
            
                
                merge from vehicle_trigger_damage_fixes
                
                
                
                
             
         
        
            
            
            
                
                moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
                
                
                
                
             
         
        
            
            
            
                
                merge from vehicle_trigger_damage_fixes
                
                
                
                
             
         
        
        
            
            
            
                
                configured LootContainer damage for modular cars and bikes
                
                
                
                
             
         
        
            
            
            
                
                added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
                
                
                
                
             
         
        
            
            
            
                
                added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
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                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
                
                
                
                
             
         
        
        
        
            
            
            
                
                rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
                
                
                
                
             
         
        
            
            
            
                
                merge from broadphase_revert
                
                
                
                
             
         
        
            
            
            
                
                revert broadphase method to old settings
                
                
                
                
             
         
        
            
            
            
                
                adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
                
                
                
                
             
         
        
            
            
            
                
                re-balanced erosion splat values to be less intense, included oceanside and lakeside to ignore mask to avoid wiping out beaches with stones
                
                
                
                
             
         
        
        
            
            
            
                
                switched splat writing to iterate heightmap delta and write splat with normalized coords
- much better results, but needs jobifying as it's much slower
                
                
                
                
             
         
        
            
            
            
                
                erosion texture fixes
- use proper splat types
- rebalanced splat values to use exponents
- don't splat monuments
                
                
                
                
             
         
        
            
            
            
                
                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
                
                
                
                
             
         
        
        
            
            
            
                
                merge from broadphase_abp
                
                
                
                
             
         
        
            
            
            
                
                switched to automatic box pruning broadphase
- local testing showed 47% improvement
                
                
                
                
             
         
        
            
            
            
                
                remove unused watermap array from job