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10,744 Commits over 3,806 Days - 0.12cph!

Yesterday
Merge from world_update_2
Yesterday
Fixed ocean water depth on map sometimes being misleading
Yesterday
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
2 Days Ago
Skin bundle update
3 Days Ago
Merge from world_update_2
3 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)
4 Days Ago
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
4 Days Ago
Spawn populations can now specify monument types they want to avoid Rowboats now avoid spawning in oasis
4 Days Ago
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
4 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
4 Days Ago
Improved erosion splats Erosion now avoids cliffs Improved erosion distribution, simulation length and blending
5 Days Ago
Added ProceduralMapCliff test map
5 Days Ago
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5 Days Ago
Subtracting item pooling due to Item.MoveToContainer / Item.Save server NRE (too close to patch to attempt a fix)
8 Days Ago
Rowboat.Population avoids "Decor" topology
9 Days Ago
Added RadialBlur to AlwaysIncludedShaders
9 Days Ago
Merge from world_update_2
9 Days Ago
Erosion proof of concept
9 Days Ago
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
9 Days Ago
Merge from world_update_2
9 Days Ago
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
10 Days Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
10 Days Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
10 Days Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
10 Days Ago
CraggyIsland TopologyMap fixes
11 Days Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
11 Days Ago
Post merge formatting fixes
11 Days Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
11 Days Ago
Main Camera post merge prefab fix
11 Days Ago
WaterLevel post merge compile fix
11 Days Ago
Merge from main (this will likely need some post-merge fixes)
11 Days Ago
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
11 Days Ago
Forgotten file (WaterBody)
11 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)
11 Days Ago
Fixed various errors in edit mode Fixed water being invisible in edit mode
11 Days Ago
Subtracting 103462 (causing water rendering regressions)
11 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
11 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
11 Days Ago
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
11 Days Ago
Prefab<T> caches PrefabAttribute on repeat calls
12 Days Ago
Merge from world_update_2
12 Days Ago
Discard ocean fragments entirely if there's no chance the camera is inside the ocean (fixes remaining depth corruption issues while preserving underwater mask coverage while underwater)
12 Days Ago
DecorSwim fixes
15 Days Ago
Merge from world_update_2
15 Days Ago
More shitty workarounds for underwater effects inside lakes
15 Days Ago
Fixed oasis_a, b and c having ocean topology painted at the center of their lake (I disabled the transfer of ocean topology on the Monument script instead of removing it, this is probably from some automated import and may reappear)
15 Days Ago
Merge from world_update_2
15 Days Ago
ProceduralMapEmpty up to date
15 Days Ago
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
15 Days Ago
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)