userandrecancel

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

21 Days Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
21 Days Ago
CraggyIsland TopologyMap fixes
22 Days Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
22 Days Ago
Post merge formatting fixes
22 Days Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
22 Days Ago
Main Camera post merge prefab fix
22 Days Ago
WaterLevel post merge compile fix
22 Days Ago
Merge from main (this will likely need some post-merge fixes)
22 Days Ago
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
22 Days Ago
Forgotten file (WaterBody)
22 Days 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)
22 Days Ago
Fixed various errors in edit mode Fixed water being invisible in edit mode
22 Days Ago
Subtracting 103462 (causing water rendering regressions)
22 Days 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
22 Days 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
22 Days Ago
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
22 Days Ago
Prefab<T> caches PrefabAttribute on repeat calls
23 Days Ago
Merge from world_update_2
23 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)
23 Days Ago
DecorSwim fixes
26 Days Ago
Merge from world_update_2
26 Days Ago
More shitty workarounds for underwater effects inside lakes
26 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)
26 Days Ago
Merge from world_update_2
26 Days Ago
ProceduralMapEmpty up to date
26 Days Ago
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
26 Days Ago
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
26 Days Ago
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
27 Days Ago
Merge from world_update_2
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
27 Days Ago
Merge from world_update_2
27 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
Merge from world_update_2
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
28 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)
28 Days Ago
Merge from world_update_2 Had to subtract the elevator merges as the custom manifest rebuilds have caused aux2 to lose some merge links, resulting in merge conflicts in files that should not have merge conflicts
28 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
28 Days Ago
Also remove water caustics where ocean is culled
28 Days Ago
Removed shore wetness from canyons (again, accidentally reverted)