branchrust_reboot/main/world_update_2/flow_vector_fieldcancel
19 Commits over 30 Days - 0.03cph!
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
accidental doubling up of waterflow generation for rivers
using parallel call to populate water flow from shore vectors
not serializing flowmap, we can just generate it on load
merge from world_update_2
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non-linear flow scaling, with further tuning
merge from world_update_2
scaling flow forces with shore distance (needs more tuning)
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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
better separation of flow vector/angle generation, still need to find a proper home for it
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
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
merge from world_update_2
merge from world_update_2
merge from world_update_2
subtracting
104763 - we are using the W component on shore vectors in the shaders, just not in code
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information