userandrecancel
branchrust_reboot/main/procgen8cancel

70 Commits over 0 Days - ∞cph!

10 Years Ago
Merge from main
10 Years Ago
Scene2Prefab
10 Years Ago
Added airfield to procedural maps
10 Years Ago
Tweaked river source spawning
10 Years Ago
Experiment: Only spawn the randomly scattered loot barrels on roadsides and around monuments
10 Years Ago
Updated bridge prefab to better fit the new roads and rivers
10 Years Ago
Added Parallel.ForEach Improved river generation
10 Years Ago
Updated river source prefab to better fit the new rivers
10 Years Ago
Tweaked road and river splat adjustments Improved river end detection
10 Years Ago
Rock tweaks
10 Years Ago
Added water splash particle effect placeholder Fixed paths that are too short sometimes being added to the path lists Fixed river-ocean transition Added smooth path terrain adjustment fadeout to splat and topology adjustments as well
10 Years Ago
Improved road-terrain transition Improved crossroad blending
10 Years Ago
Fixed path and side object densities being higher than specified
10 Years Ago
Improved placement of high voltage powerlines
10 Years Ago
Fixed some minor issues with the wire shader Tweaked the powerline cable material
10 Years Ago
Tweaked micro cliff and waterside decor spawn rules
10 Years Ago
Tweaks and fixes
10 Years Ago
Changed TerrainMap quad painting to a software rasterization algorithm instead of just using the bounding box
10 Years Ago
Resize the tangent array a well when resampling a path
10 Years Ago
Removed some duplicate work being done in PathInterpolator
10 Years Ago
Added arid forest type
10 Years Ago
Fixed some rocks spawning on roads
10 Years Ago
Merge from main
10 Years Ago
Tweaks
10 Years Ago
Added PathInterpolator (various interpolation methods along a 3D path) Refactored path code and switched everything to PathInterpolator Made roads more wiggly
10 Years Ago
Tweaks and cleanup
10 Years Ago
Fixed roadside / riverside topologies dilating into road / river Optimized some topology checks Fixed missing bridges
10 Years Ago
Added powerline topology around powerlines
10 Years Ago
Tweaks
10 Years Ago
Don't allow road slopes that would break the current Guinness world record
10 Years Ago
Added collider to high voltage pole
10 Years Ago
Tweaked wire shader
10 Years Ago
Tweaked some rock scales
10 Years Ago
New roads WIP Various improvements for the road and river terrain adjustments
10 Years Ago
Merge from main
10 Years Ago
Added big-ass high voltage powerlines
10 Years Ago
Only connect powerline poles if 3 or more can be connected in a row
10 Years Ago
When placing a roadside object fails try again as soon as possible (instead of waiting for the next node)
10 Years Ago
Increased road and river width Changed a bunch of stuff about how roads and rivers are generated
10 Years Ago
Made tundras grassy
10 Years Ago
Improved monument spawn filter checking
10 Years Ago
Reapplied changeset 8383 but different
10 Years Ago
Subtracted changeset 8383
10 Years Ago
Improved splat mapping of post-generation cliff detection Multithreaded post-generation cliff detection
10 Years Ago
Forced river meshes to flow downhill
10 Years Ago
Updated cave prefab to LOD grid and the new non-raycasting setup
10 Years Ago
Updated rock prefabs to new non-raycasting setup Retired TerrainTopology.BLENDED
10 Years Ago
Major refactoring of procedural components Made ImageProcessing.Dilate2D more generic Removed the need for terrain raycasting step during load Added ProceduralObject system Added AddToHeightMap and AddToWaterMap scripts (replace raycasting) Improved cliff analysis (fixes some cases where grass would spawn midair)
10 Years Ago
Renamed PlaceInfrastructure to PlaceRoads Added PlacePowerlines barebones
10 Years Ago
Check distance between two power poles before connecting them