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771 Commits over 365 Days - 0.09cph!

Today
merge from erosion
Today
moved some TerrainTopologyMap job utility methods into own class and also promoted local function to a static method, burst seems to hate local functions in this case
Today
merge from erosion (burst aot fixes)
Today
removed uneeded burst compatibility test attributes from methods, caused the owning class to be tested for burst compatibility
Today
fixed editor-only memory leak in shorevectors that would happen with domain reload
Today
merge from erosion
Today
merge from main
Yesterday
cleanup
Yesterday
moved heightmap carving part of erosion significantly sooner in the worldgen, post canyons/lakes but pre-rivers - simplest way to avoid affecting roads/rivers/etc too much was to just do it first and let them override the results - splatting still happens after all this, uses the original heightDelta for strength but the current slope delta for tapering
Yesterday
merge from main
4 Days Ago
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc. debug.forcerefreshlods
4 Days Ago
separated GridErosion heightmap carving from terrain splatting as two separate ProceduralComponent passes, gives more control to let rocks be placed nicely onto channelled terrain but then restrict splatting terrain onto them afterwards - also re-ordered GridErosion to be before small cliff hill rocks as these were the main cause of floating rocks
5 Days Ago
merge from ambiencewavesoundzone_null_fix
5 Days Ago
sanity check validity of AmbienceWaveSounds singleton when calling trigger callbacks, can be destroyed in some disconnect cases
7 Days Ago
2-week yolo merge from main
26 Days Ago
cleanup
26 Days Ago
removed some jungle procedural components from empty procedural map
26 Days Ago
jobified splatting, takes a big chunk off of processing time
27 Days Ago
merge from erosion
27 Days Ago
moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
27 Days Ago
merge from erosion
27 Days Ago
rebalanced terrain splatting around snow and sand to not be massively too broad
28 Days Ago
merge from erosion
28 Days Ago
debug command wrapped in proper infdef + codegen
28 Days Ago
merge from main
28 Days Ago
aux rebase
28 Days Ago
merge from main
28 Days Ago
separated splatting for sand and snow again, debug render command, cleanup
29 Days Ago
erosion changes - retuned erosion again to allow better channel carving, while maintaining control - new method for terrain splatting that relies on calculating delta gradients from erosion heightmap delta, allows control to paint thin channels without painting large flat sections
34 Days Ago
merge from main
34 Days Ago
merge from vehicle_trigger_damage_fixes
34 Days Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
34 Days Ago
merge from vehicle_trigger_damage_fixes
34 Days Ago
missing prefab
34 Days Ago
configured LootContainer damage for modular cars and bikes
34 Days Ago
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
34 Days Ago
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
34 Days Ago
reduced jungling sapling health and wood yield to be inline with other biome saplings - lower health means cars run through them more naturally like in other biomes
37 Days Ago
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37 Days Ago
merge from main
37 Days Ago
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41 Days Ago
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47 Days Ago
merge from main
47 Days Ago
another pass on erosion spaltting - depeer gouges from erosion - less intense splatting of gravel generally - slope threshold to stop splatting onto larger flat sections at the bottom of hills - cliff avoidance to match previous behaviour
48 Days Ago
merge from main
48 Days Ago
merge from main
49 Days Ago
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
56 Days Ago
merge from broadphase_revert
56 Days Ago
revert broadphase method to old settings
2 Months Ago
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)