branchrust_reboot/main/world_update_2cancel
549 Commits over 61 Days - 0.38cph!
Enabled Mountain toplogy use on lakes unique environments
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
Mounted length modifier in Frontier Hazmat changed to 1.0 (was 0)
Frontier hazmat backpiece removed when backpack is equipped
Quick optimization pass on tree-impact FX.
No longer taxes CPU on needless flake collisions etc.
Related material tweaks.
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
Moon size increased a further 0.1, to get it precisely equal to the Sun's size. The game is good now.
Slightly tweaked weather ratios for the updated types.
Storm tweaks (missing ambient dimming script feature, so lighting too bright atm)
More weather fixes/tweaks.
Weather profile iteration.
updated swamps and bandit town swamp topology
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
Tightened the terrain filters for hill cliffs and added Railside in 'topology not' to widen detection chance of rail
switched out prefab CompareTo to explicit implementation to avoid boxing
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
CraggyIsland TopologyMap fixes
post-merge waterinfo query fix
merge DPV->world_update_2
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
Post merge formatting fixes
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
merge FrontierHazmat->world_update_2
Main Camera post merge prefab fix
WaterLevel post merge compile fix
Merge from main (this will likely need some post-merge fixes)
Added a bunch of terrain filters to coastal rocks to prevent road/rail spawning
Attempt to fix weird bug where fence mesh renderers do not keep both materials at runtime
Fixed floor spikes giibs spawning twice
Fixed large water catcher gibs incorrect materials
Ocean surface reflection tweaks for better sunsets.
Godray tweaks.
Cloud tweaks to mitigate that artificial normal map look in certain lighting conditions.
Sky day cycle color iteration;
Smoother sunsets with improved volumetrics.
Milder twilight clouds.
Better night clouds.
Less sun color banding.
Etc.
Also related climate tweaks.
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
Forgotten file (WaterBody)
Don't place lakes where their water level would end up below 0 (lake / ocean rendering issue that would need wider water shader changes)
Fixed various errors in edit mode
Fixed water being invisible in edit mode
Subtracting
103462 (causing water rendering regressions)
Set SlopeScale for cliff_hills_large_temperate and cliff_hills_mid_temperate to 3 (baseline new functionality test)
Removed center terrain anchor from cliff_hills_large_temperate and cliff_hills_mid_temperate as it blocks placement on steeper slopes
Exposed TargetCount, TargetLength, AnchorModeInitial and AnchorModeRepeat in PlaceCliffs
Reduced TargetCount for cliff_hills_large_temperate from 8 to 4 (reduces generation time by order of magnitude with little visual impact)
Adjusted AnchorModeRepeat for cliff_hills_large_temperate and cliff_hills_mid_temperate to MaximizeHeight to ensure they stick out of the terrain as much as possible
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
Prefab<T> caches PrefabAttribute on repeat calls
oilrig small and gas station S2P
Fixed wood ladder prefab using outdated material definition
Converted to MeshLOD along the way
fixed compound bbq being hidden away inside a building - put back in party area