branchrust_reboot/main/naval_update/deep_sea/shore_vectorscancel

52 Commits over 30 Days - 0.07cph!

10 Days Ago
sending client RPC to a player when entering the deep sea, currently only used to reset deepsea terrain texturing data
10 Days Ago
removed unused field from shore vector override mod
10 Days Ago
merge from deep_sea
10 Days Ago
merge from floating_city_support
11 Days Ago
parallel blit
11 Days Ago
adjusted default deep sea height slope data to match expected minimum for deep sea (-64)
11 Days Ago
better shore distance blending between islands
11 Days Ago
s2p for tropical1 and tropical2 (3 is pointing at 2's prefab currently, not touching)
11 Days Ago
post-merge tropical scene 1/2/3 shore data rebake
11 Days Ago
merge from deep_sea
11 Days Ago
re-baked Tropical1 and Tropical2 to include waterheight data
11 Days Ago
WaterHeight support for baked shore data
11 Days Ago
merge from deep_sea
15 Days Ago
compile fixes
15 Days Ago
compositing for SlopeData
15 Days Ago
re-baked tropical1 and tropical2 to include slopedata
15 Days Ago
DrawInspectorTextureAttribute folds with the field name
15 Days Ago
initial coarse height baking
15 Days Ago
merge from deep_sea
16 Days Ago
Added DrawInspectorTexture attribute to draw Texture2D properties and fields in inspectors
16 Days Ago
initial Terrain_WaterHeight separation and dummy data for both
16 Days Ago
Initial split of Terrain_CoarseHeight for deepsea, just blank texture for now
17 Days Ago
- fixed deep sea default ocean values - take shortest distance to shore when copying into overlapping data
17 Days Ago
tropical2 s2p
17 Days Ago
baked tropical2 shorevectors
17 Days Ago
handle inactive terrain in bakes
17 Days Ago
deep sea shorevector map initializes as ocean
17 Days Ago
re-attached baked shore vectors after accepting source from last merge, reran s2p
17 Days Ago
merge from deep_sea
21 Days Ago
basic initial baked shore vector override component to let us specify zero shoredistance around areas that wouldn't normally result in shorevectors due to a lack of terrain (ghost ships, floating cities) - will let us stop storm waves just taking over the floating city in storms as they have no terrain to generate shore vectors
21 Days Ago
deleted old saved shorevector texture
21 Days Ago
moved shorevector baking to the Tropical1 scene and reran s2p
21 Days Ago
rebaked shorevectors
21 Days Ago
merge from deep_sea
22 Days Ago
big break-everything refactor on shore vectors where all data is wrapped behind ShoreData structs that are switched as required - all queries have to be made positionally or directly on the relevant ShoreData map - most query methods now passthrough to the correct dataset, some are hardcoded to Mainland data for some questionale pre-existing usage - refactored ShoreVectorQueryStructure to use the ShoreData structs and handle switching between them internally in jobs
22 Days Ago
split client/server calls to write baked data
22 Days Ago
fix rotation being inverted
22 Days Ago
actually finally fix the scaling, missing element was comparing relative shore distance sizes inclusive of dimension and world bounds
22 Days Ago
corrected blit so it scales and rotates properly
22 Days Ago
missing file
22 Days Ago
separate sizes, fixed scaling
22 Days Ago
invert assert condition
22 Days Ago
replaced debug line with asserts
22 Days Ago
merge from deep sea
23 Days Ago
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
23 Days Ago
replaced baked shore vector data being saved as a broken texture to storing the actual data in an SO (with some inspector texture vis for sanity checking) - adjusted blitting func, untested though
23 Days Ago
half-broken application of baked shore vectors
24 Days Ago
renamed to BakedShoreVectors
24 Days Ago
24 Days Ago