branchrust_reboot/main/world_update_2cancel
549 Commits over 61 Days - 0.38cph!
fixed driftwood_set_3 incorrectly set lods
added terrain filter checks to coastal rocks
Wider and stronger lakeside topology for lakes and oasis UE's
Removed missing guid rocks from craggy
Log pile AO doesn't go pure black in the middle.
Testing less washed out color grading. More oldschool.
set oceanwreckbuoys to use standard shader to fix broken shadow - thanks Ryan you're the best
Discard ocean fragments entirely if there's no chance the camera is inside the ocean (fixes remaining depth corruption issues while preserving underwater mask coverage while underwater)
Streamlined legacy woodpile material setup
Added shark spawner to all divesites
Prevent building on legacy wood pile
world_update_2/legacy_woodpile_improvements -> world_update_2
More shitty workarounds for underwater effects inside lakes
Fixed oasis_a, b and c having ocean topology painted at the center of their lake (I disabled the transfer of ocean topology on the Monument script instead of removing it, this is probably from some automated import and may reappear)
Further tightening of divesite terrain anchors
ProceduralMapEmpty up to date
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
Removed bluish tint from cliffs
Tweaked hill cliff slope masks / removed cavity masking
Increased divesite anchor count. Anchor radius and height
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
Decor topology is now considered blocked for road and river generation
Place river source object right after river generation, so it can be avoided by road and rail generation
Fixed issues related to DecorSwim and WaterCheck
Added terrainHeight to WaterInfo since we already retrieve it, saves duplicate calls into TerrainHeightMap by callers
Added GetWaterAndTerrainSurface (returns both) and GetWaterOrTerrainSurface (returns the max of them) to WaterLevel
Buoyancy fixes inside canyons
Don't cull lake water if swamp topology exists
Added forgiveness radius when creating the water culling mask to work around slight inaccuracies in the painted topologies (may have to dial this back in the future, so let's try and make the topologies as accurate as possible)
Encoded water body type into shore vector w component, instead of just ocean mask
Use ocean, lake and river topology to cull water (depending on the water type)
TODO: Lakes need lakeside topology around their water volume (covering some of their beach, see Asana)
TODO: Oceanside topology needs improving (will do next)
River flow improvements (follows a sin wave on flat terrain)
River distance improvements (rivers keep a more reasonable distance from each other)
Small river width randomization fix
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
Created LODs and baked LODs for hill cliffs
Added batching to all cliffs
Added splat masks for hill cliffs
Removed jutting cliff material variants
Fixed 35-40 calls of TerrainWaterMap vs. WaterLevel
Coastal cliffs LOD distance tweaks
Fixed slope mask settings
Re-enabled foliage displacement on divesites
fixing the LS motorbike access to puzzle
Coastal cliffs
Slope masks and LODs
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
Reduced river length scale so max length is identical to before the recent start width change in
103263
Fixed abovegroundpool and paddlingpool having their water body types set incorrectly
Widened rivers slightly at their origin
Fixed DecorSwim breaking from
103228 (removing ocean from water map)
Fixed generated path meshes not preserving the w component when rotating tangents
Lakes are now culled entirely under the terrain (exist neither for physics nor rendering)
Lake water volumes now only exists where the lake or lakeside topologies are painted (may break water volumes that have their water type set incorrectly, or custom maps that messed this up)
Removes water volumes from lakes (now handled with AddToWaterMap)
Eliminated noEarlyExit parameter from WaterLevel
Fixed several edge cases in WaterLevel
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting)
Uses same system as boogie boards
Subtracting
103112 (water carving volume culling distance) as it's no longer needed with the new changes (canyons are no longer using water carving volumes)
Removed ocean from TerrainWaterMap (now only contains rivers and lakes, needs rebaking for static test maps, did it for CraggyIsland)
Ocean is culled entirely under the terrain (exists neither for physics nor rendering)
Ocean now only exists where the ocean or oceanside topologies are painted (may break custom maps that messed this up)
Removed water carving volumes from canyons (no longer required, fixes bugs caused by those volumes reaching beyond the canyons and overlapping ocean, lakes or rivers)
This will likely break everything and ruin all of our lives for the next few weeks
Improved Legacy Wood Piles -> World Update 2