branchrust_reboot/main/fix_cliff_gapscancel
24 Commits over 0 Days - Infinitycph!
Applied a similar fix as `158818` to cliff_tall_slope_l_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
Tightened up anchors for cliff_hills_large_f
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain
Tightened up anchors for cliff_hills_large_a
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
Added a terrain height set raise object to cliff_tall_d (this was the only tall cliff without one, allowing there to be gaps in the terrain when it was placed)
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
Further tightened anchor setup of cliff_hills_large_b
Tightened anchor setup for cliff_hills_large_c
Fixed pre cliff bake sometimes not using the right seed and made re-anchoring more reliable, now using select to re-anchor rather then attempting to re-anchor string inputted prefab names everywhere
Adjusted rock_formation_d some more to avoid gaps
Changed both cliff_tall_b and cliff_tall_slope_l_a 's TerrainHeightSet object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff
- Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother
- Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely)
Slightly lowered the centre rock of rock_formation_d to prevent a terrain in the middle
Removed redundant Unity tools entry
Fixed cliff_hills_large_b poking out of terrain
- Added a few more terrain anchors
- Increased offset/extents of all anchors from 2 -> 2.5 to help with sloped placement (more anchors alone did not solve the example case)
Added support to the CliffSandbox scene to recalculate prefab positions based on terrain anchors, specifying what prefab name to recalculate for
Changed both `cliff_tall_a` and `cliff_tall_c` 's `TerrainHeightSet` object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff
- Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother
- Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely)
Subject2Change
Fixed broken consecutive cliff recalculations because of gameobject destroy frame order
Preserve order of cliff prefab operations. Run a pre-cliff baseline on the real procgen pipeline to get the state of terrain before cliffs are placed for accurate runtime recalculations. Don't move the camera when recalculating terrain
Recalculate button keeps cliffs in the same location
2 gizmo options:
1. Distance culling
2. Select what cliffs to show gizmos for by clicking them
Improvements to the CliffSandbox dev scene
- Select cliff prefabs from inspector dropdown
- Can provide a real `.map` file, coordinate and region size to instantly generate the real terrain and cliff data from a live map for debugging
- Toggleable prefab gizmos in playmode
- Spawnable player-sized capsule for sense of scale
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup