userandrecancel

12,530 Commits over 3,806 Days - 0.14cph!

Today
Merge from world_update_2
Today
Fixed river mesh being incorrect around rail and road crossings
Today
Fixed several water regressions from 104770
Yesterday
Merge from world_update_2
Yesterday
Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
Yesterday
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)
Yesterday
Merge from world_update_2
Yesterday
Updating EAC setup / launcher
Yesterday
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
Yesterday
Improved PlaceCliffsUniform randomization
Yesterday
Fixed river / ocean transition terrain issues
Yesterday
Merge from world_update_2
Yesterday
TerrainTopologyMap.GetTopology fix when getting topology in radius
2 Days Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
2 Days Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
3 Days Ago
Merge from river-ocean-transition
3 Days Ago
Merge from map_slope_shading
5 Days Ago
PlaceCliffsUniform improvements
5 Days Ago
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
6 Days Ago
Various fixes
8 Days Ago
Merge from main (skin bundles, so switching branches doesn't take forever)
8 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)
8 Days Ago
Added Z rotation to PlaceCliffsUniform
9 Days Ago
PlaceCliffsUniform initial version
9 Days Ago
Merge from main
12 Days Ago
Merge from world_update_2
12 Days Ago
Fixed ocean water depth on map sometimes being misleading
12 Days Ago
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
13 Days Ago
Skin bundle update
13 Days Ago
Skin update
14 Days Ago
Merge from world_update_2
14 Days 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)
15 Days Ago
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
15 Days Ago
Spawn populations can now specify monument types they want to avoid Rowboats now avoid spawning in oasis
15 Days Ago
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
15 Days 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
15 Days Ago
Improved erosion splats Erosion now avoids cliffs Improved erosion distribution, simulation length and blending
16 Days Ago
Added ProceduralMapCliff test map
16 Days Ago
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16 Days Ago
Subtracting item pooling due to Item.MoveToContainer / Item.Save server NRE (too close to patch to attempt a fix)
19 Days Ago
Rowboat.Population avoids "Decor" topology
20 Days Ago
Added RadialBlur to AlwaysIncludedShaders
20 Days Ago
Merge from world_update_2
20 Days Ago
Erosion proof of concept
20 Days Ago
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
20 Days Ago
SignTool path fix test
20 Days Ago
Merge from world_update_2
20 Days Ago
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
21 Days Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
21 Days Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)