771 Commits over 365 Days - 0.09cph!
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
merge from erosion (burst aot fixes)
removed uneeded burst compatibility test attributes from methods, caused the owning class to be tested for burst compatibility
fixed editor-only memory leak in shorevectors that would happen with domain reload
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
added editor debug command to force refresh foliage grids / decor spawning / lod grids / etc.
debug.forcerefreshlods
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
merge from ambiencewavesoundzone_null_fix
sanity check validity of AmbienceWaveSounds singleton when calling trigger callbacks, can be destroyed in some disconnect cases
2-week yolo merge from main
removed some jungle procedural components from empty procedural map
jobified splatting, takes a big chunk off of processing time
moved order of erosion to be between cliff placement and medium rock formation placement to get better seated rock placement
rebalanced terrain splatting around snow and sand to not be massively too broad
debug command wrapped in proper infdef + codegen
separated splatting for sand and snow again, debug render command, cleanup
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
merge from vehicle_trigger_damage_fixes
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
merge from vehicle_trigger_damage_fixes
configured LootContainer damage for modular cars and bikes
added simple trigger-compatible collider to barrels for vehicle damage, leaves original collider setup the same
added additional damage multiplier for LootContainer entities to TriggerHurtNoChild for vehicle damage
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
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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
rebalanced buoyancy flow movement scale for boogieboard and kayak so you can actually move away from the beach
merge from broadphase_revert
revert broadphase method to old settings
adjusted splat ignoremask to include ocean and lake (using pre-existing Sand topology mask)