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Horizon tile remaster - #1103

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Mark7625 wants to merge 5 commits into
117HD:masterfrom
Mark7625:horizon-tile-remaster
Open

Horizon tile remaster#1103
Mark7625 wants to merge 5 commits into
117HD:masterfrom
Mark7625:horizon-tile-remaster

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@Mark7625

@Mark7625 Mark7625 commented May 31, 2026

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(This all works but waiting for new proc gen stuff so i can make it better and also clean)

Add Extended Tiles support

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After:
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Uses extended map loading distance and then + 4 zones around the area to make sure it looks far out

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Mark7625 marked this pull request as draft May 31, 2026 03:32
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Mark7625 marked this pull request as ready for review June 6, 2026 14:07
When coming from an area with horizon tile it will always invalidate now

@aHooder aHooder left a comment

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Not a super detailed review, but it's something. A couple more questions while we're at it:

  1. Does this add a giant horizon tile, extending ~as far as the eye can see?
  2. If yes, how does this handle seams between the horizon tile & underwater geometry?

}

@Nullable
private Area resolveHorizonTileArea(SceneContext ctx) {

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I think this could use ctx.currentArea. Note that it can be changed by SceneManager.updateAreaHiding(), so you may have to cache it or hook into that to reload horizon stuff.

faceUVTypes.release();

if (writeCache != null) {
writeCache.release();

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I haven't looked too closely into it, but I think the write cache's release is a little bit different from these other release calls, in that it also flushes the write cache, which may or may not be safe to do as part of freeing the SceneUploader. Have you looked into this? 👀

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This feels like a lot of code tbh. Do you think you might be able to shorten it down, or perhaps even slightly modify some stuff in SceneUploader to make it reusable? Not sure if that'd be too much work tbh.

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A lot of the code is trying to make the proc gen look nice

@Mark7625

Mark7625 commented Jul 4, 2026

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Not a super detailed review, but it's something. A couple more questions while we're at it:

  1. Does this add a giant horizon tile, extending ~as far as the eye can see?
  2. If yes, how does this handle seams between the horizon tile & underwater geometry?

Na it does it to render distance, then turn some extra just for some extra padding, as for the seams it tries to lies up proc gen to current terrain hence the lot of code it tries to match vertex

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2 participants