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10,834 Commits over 3,867 Days - 0.12cph!

3 Months Ago
Improved erosion splats Erosion now avoids cliffs Improved erosion distribution, simulation length and blending
3 Months Ago
Added ProceduralMapCliff test map
3 Months Ago
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3 Months Ago
Subtracting item pooling due to Item.MoveToContainer / Item.Save server NRE (too close to patch to attempt a fix)
3 Months Ago
Rowboat.Population avoids "Decor" topology
3 Months Ago
Added RadialBlur to AlwaysIncludedShaders
3 Months Ago
Merge from world_update_2
3 Months Ago
Erosion proof of concept
3 Months Ago
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
3 Months Ago
Merge from world_update_2
3 Months Ago
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
3 Months Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
3 Months Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
3 Months Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
3 Months Ago
CraggyIsland TopologyMap fixes
3 Months Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
3 Months Ago
Post merge formatting fixes
3 Months Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
3 Months Ago
Main Camera post merge prefab fix
3 Months Ago
WaterLevel post merge compile fix
3 Months Ago
Merge from main (this will likely need some post-merge fixes)
3 Months Ago
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
3 Months Ago
Forgotten file (WaterBody)
3 Months 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)
3 Months Ago
Fixed various errors in edit mode Fixed water being invisible in edit mode
3 Months Ago
Subtracting 103462 (causing water rendering regressions)
3 Months 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
3 Months 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
3 Months Ago
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
3 Months Ago
Prefab<T> caches PrefabAttribute on repeat calls
3 Months Ago
Merge from world_update_2
3 Months 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)
3 Months Ago
DecorSwim fixes
3 Months Ago
Merge from world_update_2
3 Months Ago
More shitty workarounds for underwater effects inside lakes
3 Months 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)
3 Months Ago
Merge from world_update_2
3 Months Ago
ProceduralMapEmpty up to date
3 Months Ago
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
3 Months Ago
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
3 Months Ago
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
3 Months Ago
Merge from world_update_2
3 Months 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
3 Months 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
3 Months Ago
Buoyancy fixes inside canyons
3 Months 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)
3 Months 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)
3 Months Ago
River flow improvements (follows a sin wave on flat terrain) River distance improvements (rivers keep a more reasonable distance from each other)
3 Months Ago
Small river width randomization fix
3 Months Ago
Merge from world_update_2