userandrecancel

10,659 Commits over 4,566 Days - 0.10cph!

2 Years Ago
GenerateOceanTopology skips lake topology as well (previously only mountain topology, which was missing from oasis)
2 Years Ago
Merge from main
2 Years Ago
Subtracting S2P launch site (world_update_2 conflict)
2 Years Ago
Skin bundles
2 Years Ago
Mege from main
2 Years Ago
Fixed river mesh being incorrect around rail and road crossings
2 Years Ago
Fixed several water regressions from 104770
2 Years Ago
Discard water fragments entirely if there's no chance the camera is inside the respective water volume (fixes depth issues in canyons)
2 Years 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)
2 Years Ago
Updating EAC setup / launcher
2 Years Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
2 Years Ago
Improved PlaceCliffsUniform randomization
2 Years Ago
Fixed river / ocean transition terrain issues
2 Years Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
2 Years Ago
TerrainFilter supports a radius TerrainTopologyMap.GetTopology checks an actual circle, not a square
2 Years Ago
Fixed above / below ground rail transitions not checking mountain topology when finding their spawn location
2 Years Ago
Merge from river-ocean-transition
2 Years Ago
Merge from map_slope_shading
2 Years Ago
PlaceCliffsUniform improvements
2 Years Ago
Check terrain filters before terrain anchors in all procedural placement scripts (faster, thanks Graham)
2 Years Ago
Various fixes
2 Years Ago
Merge from main (skin bundles, so switching branches doesn't take forever)
2 Years 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)
2 Years Ago
Added Z rotation to PlaceCliffsUniform
2 Years Ago
PlaceCliffsUniform initial version
2 Years Ago
Merge from main
2 Years Ago
Fixed ocean water depth on map sometimes being misleading
2 Years Ago
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
2 Years Ago
Skin bundle update
2 Years 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 Years Ago
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
2 Years Ago
Spawn populations can now specify monument types they want to avoid Rowboats now avoid spawning in oasis
2 Years Ago
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
2 Years 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 Years Ago
Improved erosion splats Erosion now avoids cliffs Improved erosion distribution, simulation length and blending
2 Years Ago
Added ProceduralMapCliff test map
2 Years Ago
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2 Years Ago
Subtracting item pooling due to Item.MoveToContainer / Item.Save server NRE (too close to patch to attempt a fix)
2 Years Ago
Rowboat.Population avoids "Decor" topology
2 Years Ago
Added RadialBlur to AlwaysIncludedShaders
2 Years Ago
Erosion proof of concept
2 Years Ago
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
2 Years Ago
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
2 Years Ago
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
2 Years Ago
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
2 Years Ago
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
2 Years Ago
CraggyIsland TopologyMap fixes
2 Years Ago
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
2 Years Ago
Post merge formatting fixes
2 Years Ago
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)