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10,828 Commits over 3,867 Days - 0.12cph!

42 Days Ago
No longer spawn ice sheets next to rivers (overwrites river splat and looks out of place)
42 Days Ago
Reduced canyon target count from 2 to 1 to help other monuments have enough space to spawn
42 Days Ago
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
45 Days Ago
Merge from main
45 Days Ago
Subtracting S2P launch site (world_update_2 conflict)
45 Days Ago
Skin bundles
45 Days Ago
Merge from world_update_2
46 Days Ago
Merge from ai_wolf_iteration
46 Days Ago
Mege from main
47 Days Ago
Merge from world_update_2
47 Days Ago
Fixed river mesh being incorrect around rail and road crossings
47 Days Ago
Fixed several water regressions from 104770
48 Days Ago
Merge from world_update_2
48 Days Ago
Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
48 Days Ago
PlaceCliffsUniform takes prefab priority into account PlaceCliffsUniform prioritizes prefabs according to the number that have already been spawned (if their priority is the same) PlaceCliffsUniform uses a multigrid approach to spawn (spawn at coarse resolution first, then going increasingly finer until target is reached)
48 Days Ago
Merge from world_update_2
48 Days Ago
Updating EAC setup / launcher
48 Days Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
48 Days Ago
Improved PlaceCliffsUniform randomization
48 Days Ago
Fixed river / ocean transition terrain issues
48 Days Ago
Merge from world_update_2
48 Days Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
49 Days Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
49 Days Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
50 Days Ago
Merge from river-ocean-transition
50 Days Ago
Merge from map_slope_shading
52 Days Ago
PlaceCliffsUniform improvements
52 Days Ago
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
53 Days Ago
Various fixes
55 Days Ago
Merge from main (skin bundles, so switching branches doesn't take forever)
55 Days Ago
Updated Procedural Map_Cliff_DecorUniformTest to use PlaceCliffsUniform Updated cliff_hills_test to remove slope scale from Terrain Anchors (testing if this is even still required)
55 Days Ago
Added Z rotation to PlaceCliffsUniform
56 Days Ago
PlaceCliffsUniform initial version
56 Days Ago
Merge from main
59 Days Ago
Merge from world_update_2
59 Days Ago
Fixed ocean water depth on map sometimes being misleading
59 Days Ago
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
2 Months Ago
Skin bundle update
2 Months Ago
Merge from world_update_2
2 Months 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 Months Ago
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
2 Months Ago
Spawn populations can now specify monument types they want to avoid Rowboats now avoid spawning in oasis
2 Months Ago
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
2 Months 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 Months Ago
Improved erosion splats Erosion now avoids cliffs Improved erosion distribution, simulation length and blending
2 Months Ago
Added ProceduralMapCliff test map
2 Months Ago
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2 Months Ago
Subtracting item pooling due to Item.MoveToContainer / Item.Save server NRE (too close to patch to attempt a fix)
2 Months Ago
Rowboat.Population avoids "Decor" topology
2 Months Ago
Added RadialBlur to AlwaysIncludedShaders