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138 Commits over 31 Days - 0.19cph!

2 Years Ago
Merge from main
2 Years Ago
Fixed ocean water depth on map sometimes being misleading
2 Years Ago
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
2 Years 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)
2 Years Ago
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
2 Years Ago
Spawn populations can now specify monument types they want to avoid Rowboats now avoid spawning in oasis
2 Years Ago
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
2 Years 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
2 Years Ago
Improved erosion splats Erosion now avoids cliffs Improved erosion distribution, simulation length and blending
2 Years Ago
Added ProceduralMapCliff test map
2 Years Ago
Rowboat.Population avoids "Decor" topology
2 Years Ago
Added RadialBlur to AlwaysIncludedShaders
2 Years Ago
Erosion proof of concept
2 Years Ago
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
2 Years Ago
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
2 Years Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
2 Years Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
2 Years Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
2 Years Ago
CraggyIsland TopologyMap fixes
2 Years Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
2 Years Ago
Post merge formatting fixes
2 Years Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
2 Years Ago
Main Camera post merge prefab fix
2 Years Ago
WaterLevel post merge compile fix
2 Years Ago
Merge from main (this will likely need some post-merge fixes)
2 Years Ago
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
2 Years Ago
Forgotten file (WaterBody)
2 Years 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)
2 Years Ago
Fixed various errors in edit mode Fixed water being invisible in edit mode
2 Years Ago
Subtracting 103462 (causing water rendering regressions)
2 Years 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
2 Years 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
2 Years Ago
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
2 Years Ago
Prefab<T> caches PrefabAttribute on repeat calls
2 Years 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)
2 Years Ago
DecorSwim fixes
2 Years Ago
More shitty workarounds for underwater effects inside lakes
2 Years 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)
2 Years Ago
ProceduralMapEmpty up to date
2 Years Ago
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
2 Years Ago
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
2 Years Ago
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
2 Years Ago
Decor topology is now considered blocked for road and river generation Place river source object right after river generation, so it can be avoided by road and rail generation
2 Years Ago
Fixed issues related to DecorSwim and WaterCheck Added terrainHeight to WaterInfo since we already retrieve it, saves duplicate calls into TerrainHeightMap by callers Added GetWaterAndTerrainSurface (returns both) and GetWaterOrTerrainSurface (returns the max of them) to WaterLevel
2 Years Ago
Buoyancy fixes inside canyons
2 Years Ago
Don't cull lake water if swamp topology exists Added forgiveness radius when creating the water culling mask to work around slight inaccuracies in the painted topologies (may have to dial this back in the future, so let's try and make the topologies as accurate as possible)
2 Years Ago
Encoded water body type into shore vector w component, instead of just ocean mask Use ocean, lake and river topology to cull water (depending on the water type) TODO: Lakes need lakeside topology around their water volume (covering some of their beach, see Asana) TODO: Oceanside topology needs improving (will do next)
2 Years Ago
River flow improvements (follows a sin wave on flat terrain) River distance improvements (rivers keep a more reasonable distance from each other)
2 Years Ago
Small river width randomization fix
2 Years Ago
Fixed 35-40 calls of TerrainWaterMap vs. WaterLevel