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756 Commits over 334 Days - 0.09cph!

9 Days Ago
cleanup
9 Days Ago
removed some jungle procedural components from empty procedural map
10 Days Ago
jobified splatting, takes a big chunk off of processing time
10 Days Ago
merge from erosion
10 Days Ago
moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
10 Days Ago
merge from erosion
11 Days Ago
rebalanced terrain splatting around snow and sand to not be massively too broad
11 Days Ago
merge from erosion
11 Days Ago
debug command wrapped in proper infdef + codegen
11 Days Ago
merge from main
11 Days Ago
aux rebase
12 Days Ago
merge from main
12 Days Ago
separated splatting for sand and snow again, debug render command, cleanup
13 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
17 Days Ago
merge from main
17 Days Ago
merge from vehicle_trigger_damage_fixes
17 Days Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
18 Days Ago
merge from vehicle_trigger_damage_fixes
18 Days Ago
missing prefab
18 Days Ago
configured LootContainer damage for modular cars and bikes
18 Days Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
18 Days Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
18 Days 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
20 Days Ago
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20 Days Ago
merge from main
20 Days Ago
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25 Days Ago
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30 Days Ago
merge from main
31 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
31 Days Ago
merge from main
32 Days Ago
merge from main
32 Days Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
40 Days Ago
merge from broadphase_revert
40 Days Ago
revert broadphase method to old settings
48 Days Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
48 Days Ago
re-balanced erosion splat values to be less intense, included oceanside and lakeside to ignore mask to avoid wiping out beaches with stones
48 Days Ago
merge from main
51 Days 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
51 Days Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
52 Days 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
52 Days Ago
merge from main
53 Days Ago
merge from broadphase_abp
53 Days Ago
switched to automatic box pruning broadphase - local testing showed 47% improvement
55 Days Ago
remove unused watermap array from job
55 Days 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
55 Days Ago
merge from main
59 Days 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
60 Days 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
2 Months Ago
adjusted debug_erosion data dump to have resolution size in file name and also reference the data vis repo
2 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