branchrust_reboot/main/world_update_2cancel

549 Commits over 61 Days - 0.38cph!

3 Months Ago
fixed driftwood_set_3 incorrectly set lods
3 Months Ago
added terrain filter checks to coastal rocks
3 Months Ago
Wider and stronger lakeside topology for lakes and oasis UE's
3 Months Ago
Removed missing guid rocks from craggy
3 Months Ago
Log pile AO doesn't go pure black in the middle.
3 Months Ago
Testing less washed out color grading. More oldschool.
3 Months Ago
set oceanwreckbuoys to use standard shader to fix broken shadow - thanks Ryan you're the best
3 Months Ago
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)
3 Months Ago
Streamlined legacy woodpile material setup
3 Months Ago
Added shark spawner to all divesites
3 Months Ago
Prevent building on legacy wood pile
3 Months Ago
world_update_2/legacy_woodpile_improvements -> world_update_2
3 Months Ago
DecorSwim fixes
3 Months Ago
More shitty workarounds for underwater effects inside lakes
3 Months Ago
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)
3 Months Ago
Further tightening of divesite terrain anchors
3 Months Ago
ProceduralMapEmpty up to date
3 Months Ago
Fixed TSAA / AO image effect issues when flying above canyons looking down (caused motion vector / depth / normal artifacts)
3 Months Ago
Fixed lake volume sides sometimes being visible under the terrain (only visible when admin flying)
3 Months Ago
Removed bluish tint from cliffs Tweaked hill cliff slope masks / removed cavity masking
3 Months Ago
Increased divesite anchor count. Anchor radius and height
3 Months Ago
Updating RustNative (removed old lake logic, fixes issues at shallow ocean areas)
3 Months Ago
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
3 Months Ago
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
3 Months Ago
Buoyancy fixes inside canyons
3 Months Ago
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)
3 Months Ago
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)
3 Months Ago
River flow improvements (follows a sin wave on flat terrain) River distance improvements (rivers keep a more reasonable distance from each other)
3 Months Ago
Small river width randomization fix
3 Months Ago
Fixed layer mask of summer DLC pools not picking up dropped items, fixes items not sinking as expected
3 Months Ago
Created LODs and baked LODs for hill cliffs Added batching to all cliffs Added splat masks for hill cliffs Removed jutting cliff material variants
3 Months Ago
Fixed 35-40 calls of TerrainWaterMap vs. WaterLevel
3 Months Ago
Coastal cliffs LOD distance tweaks Fixed slope mask settings
3 Months Ago
Re-enabled foliage displacement on divesites
3 Months Ago
LS s2p
3 Months Ago
fixing the LS motorbike access to puzzle
3 Months Ago
Coastal cliffs Slope masks and LODs
3 Months Ago
Fixed the lakes texture splats not being maximised resulting in partial grass and forest splat showing or spawning their foliage meshes underwater.
3 Months Ago
Reduced river length scale so max length is identical to before the recent start width change in 103263
3 Months Ago
Fixed abovegroundpool and paddlingpool having their water body types set incorrectly
3 Months Ago
Widened rivers slightly at their origin
3 Months Ago
Fixed DecorSwim breaking from 103228 (removing ocean from water map)
3 Months Ago
Fixed generated path meshes not preserving the w component when rotating tangents
3 Months Ago
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
3 Months Ago
Forgot to tick Mountain in the topology mask list after making it. Monuments in canyons fix may work from this point.
3 Months Ago
ProceduralMapRailSimple and ProceduralMapRoadSimple include canyons, lakes and oasis as those directly affect river / rail / road generation and take little time to generate
3 Months Ago
Kayaks now pick up speed automatically when facing downhill (for extreme river rafting) Uses same system as boogie boards
4 Months Ago
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)
4 Months Ago
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
4 Months Ago
Improved Legacy Wood Piles -> World Update 2