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106 Commits over 31 Days - 0.14cph!

23 Days Ago
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
23 Days Ago
Prefab<T> caches PrefabAttribute on repeat calls
24 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)
24 Days Ago
DecorSwim fixes
27 Days Ago
More shitty workarounds for underwater effects inside lakes
27 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)
27 Days Ago
ProceduralMapEmpty up to date
27 Days Ago
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
27 Days Ago
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
27 Days Ago
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
27 Days 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
27 Days 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
27 Days Ago
Buoyancy fixes inside canyons
27 Days 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)
27 Days 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)
27 Days Ago
River flow improvements (follows a sin wave on flat terrain) River distance improvements (rivers keep a more reasonable distance from each other)
27 Days Ago
Small river width randomization fix
28 Days Ago
Fixed 35-40 calls of TerrainWaterMap vs. WaterLevel
28 Days Ago
Reduced river length scale so max length is identical to before the recent start width change in 103263
28 Days Ago
Fixed abovegroundpool and paddlingpool having their water body types set incorrectly
28 Days Ago
Widened rivers slightly at their origin
28 Days Ago
Fixed DecorSwim breaking from 103228 (removing ocean from water map)
28 Days Ago
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering) Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up) Removes water volumes from lakes (now handled with AddToWaterMap) Eliminated noEarlyExit parameter from WaterLevel Fixed several edge cases in WaterLevel
28 Days Ago
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
29 Days Ago
Subtracting 103112 (water carving volume culling distance) as it's no longer needed with the new changes (canyons are no longer using water carving volumes)
29 Days Ago
Removed ocean from TerrainWaterMap (now only contains rivers and lakes, needs rebaking for static test maps, did it for CraggyIsland) Ocean is culled entirely under the terrain (exists neither for physics nor rendering) Ocean now only exists where the ocean or oceanside topologies are painted (may break custom maps that messed this up) Removed water carving volumes from canyons (no longer required, fixes bugs caused by those volumes reaching beyond the canyons and overlapping ocean, lakes or rivers) This will likely break everything and ruin all of our lives for the next few weeks
29 Days Ago
Also remove water caustics where ocean is culled
29 Days Ago
Removed shore wetness from canyons (again, accidentally reverted)
29 Days Ago
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
29 Days Ago
Don't render ocean where lakes are (determined by lake topology)
29 Days Ago
Added terrain wetness around rivers and lakes
29 Days Ago
Fixed terrain wetness displaying in canyons
29 Days Ago
Fixed lakes not displaying on map Made the way water is displayed on map slightly nicer by taking distance to shore into account, not just depth
29 Days Ago
Fixed rivers having the lake instead of river water body type set
29 Days Ago
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
29 Days Ago
Fixed river splat sometimes going crazy where rivers flow into the ocean
29 Days Ago
Fixed harbors overlapping rivers
29 Days Ago
Support underwater effects in lakes
30 Days Ago
Fixed canyon water carving volumes being culled too early
30 Days Ago
Fixed some artifacts from river terrain adjustments Rivers have more momentum when colliding with terrain, carving into it more visibly Rivers start out much thinner as a creek Rivers widen at their end as they flow into the ocean
30 Days Ago
Better rivers
37 Days Ago
Compile fix
37 Days Ago
Merge from main
37 Days Ago
Fixed another TerrainTexturing error while in edit mode
37 Days Ago
Fixed TerrainTexturing error while in edit mode
37 Days Ago
Merge from main
41 Days Ago
More merge fixes
41 Days Ago
Merge from Underwater_divesites for latest art changes
41 Days Ago
Merge from temperate_cliff_rework for latest art changes
41 Days Ago
Restoring all properties in RustStandardShaderGUI that were deleted in 102165 merge (cc vince / damian)