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10,657 Commits over 4,536 Days - 0.10cph!

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
2 Years Ago
Reduced river length scale so max length is identical to before the recent start width change in 103263
2 Years Ago
Fixed abovegroundpool and paddlingpool having their water body types set incorrectly
2 Years Ago
Widened rivers slightly at their origin
2 Years Ago
Fixed DecorSwim breaking from 103228 (removing ocean from water map)
2 Years 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
2 Years Ago
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
2 Years 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)
2 Years 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
2 Years Ago
Also remove water caustics where ocean is culled
2 Years Ago
Removed shore wetness from canyons (again, accidentally reverted)
2 Years Ago
AddToWaterMap correctly handles cases where lakes sit lower than the ocean
2 Years Ago
Don't render ocean where lakes are (determined by lake topology)
2 Years Ago
Added terrain wetness around rivers and lakes
2 Years Ago
Fixed terrain wetness displaying in canyons
2 Years 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
2 Years Ago
Fixed rivers having the lake instead of river water body type set
2 Years Ago
Fixed rivers ending too soon when getting close to the ocean (regression from all the recent changes)
2 Years Ago
Fixed river splat sometimes going crazy where rivers flow into the ocean
2 Years Ago
Fixed harbors overlapping rivers
2 Years Ago
Support underwater effects in lakes
2 Years Ago
Fixed canyon water carving volumes being culled too early
2 Years 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
2 Years Ago
Better rivers
2 Years Ago
Compile fix