userandrecancel

12,515 Commits over 3,806 Days - 0.14cph!

1 Hour Ago
Merge from river-ocean-transition
1 Hour Ago
Merge from map_slope_shading
3 Days Ago
PlaceCliffsUniform improvements
3 Days Ago
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
4 Days Ago
Various fixes
5 Days Ago
Merge from main (skin bundles, so switching branches doesn't take forever)
6 Days Ago
Updated Procedural Map_Cliff_DecorUniformTest to use PlaceCliffsUniform Updated cliff_hills_test to remove slope scale from Terrain Anchors (testing if this is even still required)
6 Days Ago
Added Z rotation to PlaceCliffsUniform
7 Days Ago
PlaceCliffsUniform initial version
7 Days Ago
Merge from main
10 Days Ago
Merge from world_update_2
10 Days Ago
Fixed ocean water depth on map sometimes being misleading
10 Days Ago
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
11 Days Ago
Skin bundle update
11 Days Ago
Skin update
12 Days Ago
Merge from world_update_2
12 Days Ago
Improved terrain blending in areas where rivers flow into the ocean Added GenerateOceanTopology to refresh ocean topology after all monuments have been placed (fixes missing water near harbors / ferry terminal)
12 Days Ago
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
13 Days Ago
Spawn populations can now specify monument types they want to avoid Rowboats now avoid spawning in oasis
13 Days Ago
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
13 Days Ago
Added oasis and canyon monument types Assigned correct monument types to canyons, lakes and oasis Assigned correct monument bounds to canyons, lakes and oasis
13 Days Ago
Improved erosion splats Erosion now avoids cliffs Improved erosion distribution, simulation length and blending
13 Days Ago
Added ProceduralMapCliff test map
13 Days Ago
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13 Days Ago
Subtracting item pooling due to Item.MoveToContainer / Item.Save server NRE (too close to patch to attempt a fix)
17 Days Ago
Rowboat.Population avoids "Decor" topology
17 Days Ago
Added RadialBlur to AlwaysIncludedShaders
17 Days Ago
Merge from world_update_2
17 Days Ago
Erosion proof of concept
17 Days Ago
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
17 Days Ago
SignTool path fix test
18 Days Ago
Merge from world_update_2
18 Days Ago
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
19 Days Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
19 Days Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
19 Days Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
19 Days Ago
CraggyIsland TopologyMap fixes
19 Days Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
19 Days Ago
Post merge formatting fixes
19 Days Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
19 Days Ago
Main Camera post merge prefab fix
19 Days Ago
WaterLevel post merge compile fix
19 Days Ago
Merge from main (this will likely need some post-merge fixes)
20 Days Ago
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
20 Days Ago
Forgotten file (WaterBody)
20 Days Ago
Don't place lakes where their water level would end up below 0 (lake / ocean rendering issue that would need wider water shader changes)
20 Days Ago
Fixed various errors in edit mode Fixed water being invisible in edit mode
20 Days Ago
Subtracting 103462 (causing water rendering regressions)
20 Days Ago
Set SlopeScale for cliff_hills_large_temperate and cliff_hills_mid_temperate to 3 (baseline new functionality test) Removed center terrain anchor from cliff_hills_large_temperate and cliff_hills_mid_temperate as it blocks placement on steeper slopes
20 Days Ago
Exposed TargetCount, TargetLength, AnchorModeInitial and AnchorModeRepeat in PlaceCliffs Reduced TargetCount for cliff_hills_large_temperate from 8 to 4 (reduces generation time by order of magnitude with little visual impact) Adjusted AnchorModeRepeat for cliff_hills_large_temperate and cliff_hills_mid_temperate to MaximizeHeight to ensure they stick out of the terrain as much as possible