userandrecancel
reporust_rebootcancel

10,535 Commits over 4,232 Days - 0.10cph!

31 Days Ago
39 Days Ago
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39 Days Ago
42 Days Ago
Cherry picking 137160 instead of merging from main (getting client compilation error from 137130)
42 Days Ago
CodeGen
42 Days Ago
Merge from main
2 Months Ago
Protobuf
2 Months Ago
Merge from save273
2 Months Ago
Merge from main (this is broken, manual protobuf rebuild to follow)
2 Months Ago
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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
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