10,535 Commits over 4,232 Days - 0.10cph!
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Cherry picking
137160 instead of merging from main (getting client compilation error from 137130)
Merge from main (this is broken, manual protobuf rebuild to follow)
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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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