branchrust_reboot/main/world_update_2/flow_vector_fieldcancel

19 Commits over 30 Days - 0.03cph!

9 Months Ago
not applying flow forces on lakes, the water is still - also cleaned up the accumulation of the flow force, the amount of nesting was horrific
9 Months Ago
accidental doubling up of waterflow generation for rivers
10 Months Ago
using parallel call to populate water flow from shore vectors
10 Months Ago
not serializing flowmap, we can just generate it on load
10 Months Ago
merge from world_update_2
10 Months Ago
merge from world_update_2
10 Months Ago
non-linear flow scaling, with further tuning
10 Months Ago
merge from world_update_2
10 Months Ago
scaling flow forces with shore distance (needs more tuning)
10 Months Ago
merge from world_update_2
10 Months Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
10 Months Ago
better separation of flow vector/angle generation, still need to find a proper home for it
10 Months Ago
functional waterflowmap - saved/loaded like other terrain data - need to adjust where it's written to, it's still hacked into other terrain generation processes
10 Months Ago
basis of water flow terraindata - compressed y-axis rotation of a world-aligned forward vector to a byte (about 0.71 degree error) in -pi to +pi range
10 Months Ago
merge from world_update_2
10 Months Ago
merge from world_update_2
10 Months Ago
merge from world_update_2
10 Months Ago
subtracting 104763 - we are using the W component on shore vectors in the shaders, just not in code
10 Months Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information