userandrecancel

10,533 Commits over 4,232 Days - 0.10cph!

3 Days Ago
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6 Days Ago
Cherry picking 137160 instead of merging from main (getting client compilation error from 137130)
6 Days Ago
CodeGen
6 Days Ago
Merge from main
24 Days Ago
Protobuf
24 Days Ago
Merge from save273
24 Days Ago
Merge from main (this is broken, manual protobuf rebuild to follow)
39 Days Ago
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39 Days Ago
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39 Days Ago
Added deep sea "biome" for: - Color grading - MaterialConfig This works different than other biomes: - The deep sea "biome" is never blended with other biomes, as it's a separate instance - This is helpful, since the terrain biome map only has 4 channels (+ the absence of any of the channels, which is jungle) - Code has already been added for special handling of the deep sea for weather and some shaders, both of which have different logic than just blending in another biome - Best way to picture the deep sea "biome" is as a "biome layer" that toggles to an entirely different set of weather and terrain / ocean configs, as set up by Jake, Petur and Brian - It still needs to show up in some systems that allow for customization per biome, like color grading and MaterialSetup, possibly others (tbd) - The deep sea biome is not patched into the shader code, since we never lerp between it and the other biomes (avoiding the additional overhead for our already-complex shaders) - Since the deep sea uses an entirely separate terrain and water config, neither of those systems need to blend the deep sea with the other biomes either - The deep sea terrains can use entirely custom splats (currently using 2 distinct sand splats) - Technically deep sea terrain could use their own 5 biome layers which could be entirely different from the ones of the main terrain (hence the "biome layer" analogy) Shelved all the shader code since I originally implemented all of it as I did for jungle before I realized it's all bullshit for this
47 Days Ago
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