userGriglercancel

811 Commits over 395 Days - 0.09cph!

31 Days Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
31 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
31 Days Ago
merge from ambiencewavesoundzone_null_fix
31 Days Ago
sanity check validity of AmbienceWaveSounds singleton when calling trigger callbacks, can be destroyed in some disconnect cases
33 Days Ago
2-week yolo merge from main
52 Days Ago
cleanup
52 Days Ago
removed some jungle procedural components from empty procedural map
53 Days Ago
jobified splatting, takes a big chunk off of processing time
53 Days Ago
merge from erosion
53 Days Ago
moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
53 Days Ago
merge from erosion
54 Days Ago
rebalanced terrain splatting around snow and sand to not be massively too broad
54 Days Ago
merge from erosion
54 Days Ago
debug command wrapped in proper infdef + codegen
54 Days Ago
merge from main
54 Days Ago
aux rebase
55 Days Ago
merge from main
55 Days Ago
separated splatting for sand and snow again, debug render command, cleanup
56 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
2 Months Ago
merge from main
2 Months Ago
merge from vehicle_trigger_damage_fixes
2 Months Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
2 Months Ago
merge from vehicle_trigger_damage_fixes
2 Months Ago
missing prefab
2 Months Ago
configured LootContainer damage for modular cars and bikes
2 Months Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
2 Months Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
2 Months 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
2 Months Ago
▊█▉▄█▍▉ ▇█▉ ▆▇▋▇▊_▇▍▅▅▊▅▊▅_█▉▆▅▊_▄▇▇▆▅▉▉
2 Months Ago
merge from main
2 Months Ago
▄█▊▉▇ ▌█▌▊ ▍▅▍▍▋_▋▍▄▌▍▍▆▍_▍▄▌▋▅_▇▄▊▋▇▆█
2 Months Ago
▋▉▄█▊▊▍▋▊▄ █▄▇▆▌▆▅▋ ▉▉▅▌▆▌▌▉ ▌▇▆▆▊ ▍▋▋▍ ▇▌▉▉▌'▉ ▋▇▅▇ ▇▄▌▆▉▌▊ ▋▇▉ ▌▆▆▊▅ - ▋▊██▇▉▆▊ ▆▉█▉▅▊▄ ▇█▄█▉▉▍▅ ▋▇ ▄ ▆█▅▄▄▉ ▍█ ▄▍ ▆▍▌'▌ ▄▇▉ ▊▄▇█▄▆▅█▅▌
2 Months Ago
merge from main
2 Months 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
2 Months Ago
merge from main
3 Months Ago
merge from main
3 Months Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
3 Months Ago
merge from broadphase_revert
3 Months Ago
revert broadphase method to old settings
3 Months Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)
3 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
3 Months Ago
merge from main
3 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
3 Months Ago
erosion texture fixes - use proper splat types - rebalanced splat values to use exponents - don't splat monuments
3 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
3 Months Ago
merge from main
3 Months Ago
merge from broadphase_abp
3 Months Ago
switched to automatic box pruning broadphase - local testing showed 47% improvement
3 Months Ago
remove unused watermap array from job
3 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