userandrecancel

12,521 Commits over 4,018 Days - 0.13cph!

7 Months Ago
Merge from map_slope_shading
7 Months Ago
PlaceCliffsUniform improvements
7 Months Ago
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
7 Months Ago
Various fixes
7 Months Ago
Merge from main (skin bundles, so switching branches doesn't take forever)
7 Months 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)
7 Months Ago
Added Z rotation to PlaceCliffsUniform
7 Months Ago
PlaceCliffsUniform initial version
7 Months Ago
Merge from main
7 Months Ago
Merge from world_update_2
7 Months Ago
Fixed ocean water depth on map sometimes being misleading
7 Months Ago
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
7 Months Ago
Skin bundle update
7 Months Ago
Skin update
7 Months Ago
Merge from world_update_2
7 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)
7 Months Ago
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
7 Months Ago
Spawn populations can now specify monument types they want to avoid Rowboats now avoid spawning in oasis
8 Months Ago
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
8 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
8 Months Ago
Improved erosion splats Erosion now avoids cliffs Improved erosion distribution, simulation length and blending
8 Months Ago
Added ProceduralMapCliff test map
8 Months Ago
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8 Months Ago
Subtracting item pooling due to Item.MoveToContainer / Item.Save server NRE (too close to patch to attempt a fix)
8 Months Ago
Rowboat.Population avoids "Decor" topology
8 Months Ago
Added RadialBlur to AlwaysIncludedShaders
8 Months Ago
Merge from world_update_2
8 Months Ago
Erosion proof of concept
8 Months Ago
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
8 Months Ago
Merge from world_update_2
8 Months Ago
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
8 Months Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
8 Months Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
8 Months Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
8 Months Ago
CraggyIsland TopologyMap fixes
8 Months Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
8 Months Ago
Post merge formatting fixes
8 Months Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
8 Months Ago
Main Camera post merge prefab fix
8 Months Ago
WaterLevel post merge compile fix
8 Months Ago
Merge from main (this will likely need some post-merge fixes)
8 Months Ago
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
8 Months Ago
Forgotten file (WaterBody)
8 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)
8 Months Ago
Fixed various errors in edit mode Fixed water being invisible in edit mode
8 Months Ago
Subtracting 103462 (causing water rendering regressions)
8 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
8 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
8 Months Ago
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
8 Months Ago
Prefab<T> caches PrefabAttribute on repeat calls