branchrust_reboot/main/island_shore_seam_fixcancel

16 Commits over 31 Days - 0.02cph!

2 Months Ago
downsample deepsea shorevectors and distances, bitshifted by 1
2 Months Ago
fixed editor spawning of island shore vectors
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
fixed native pixel data using wrong format, should've been half4 not just Color
2 Months Ago
handling floating city data, blits in on top of generated values - also jobified stupid texture data population, 30ms down to 0.7ms still too slow but way better
2 Months Ago
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
2 Months Ago
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
2 Months Ago
shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
2 Months Ago
merge from main
2 Months Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
2 Months Ago
added normalized heightmap vis to baked ShoreVectorData
2 Months Ago
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0] - significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
2 Months Ago
further improvements - reuse positions and heightmap data from previous query in topology query, we were doing both twice - moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
2 Months Ago
initial step towards making proper shore vector generation fast enough to avoid blitting data for the deep sea - Native DistanceField methods using jobs and burst - jobified various other parts of the shore vector generation - fixed batched HeighMap position query not using the deepsea data - about a third of the previous runtime currently but still too slow
2 Months Ago
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels