branchrust_reboot/main/terrain_deformationcancel
11 Commits over 0 Days - Infinitycph!
handling deformation with building
- deployables have configurable tolerance of error between current deformation and original height
- foundations can cover small, but always place casted against the original height of the terrain, disallowed over deep carves
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
protection setup on rocks and foundations
deformation protection
- pre-baked static protection from topology and spawned rocks
- entity-provided protection from foundations
pefab explosive setup on some weapons
explosive crater definition support, reworked shapes to apply in 3D space with respect to blocking objects
foliage deformation experimental modes
0: invalidate cell and re-place foliage
1: acts as foliage displacement with convar for displacement/depth mod
2: acts as a mask to remove foliage from deformed areas
client handling terrain deformations in the clipmap render
- writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked
- culling bounds also extends down to cover max deformation on each cell
- foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though
baseline of terrain deformation, tile-based serialization (only for areas with active changes) some concept of protection and healing over time