30,769 Commits over 3,867 Days - 0.33cph!
Merged hunting wolves from animals branch.
New spear sounds and rock sound tweaks
Fixed rocks, to be proper with the new standard shader. Water tweaks. Temp scene backup.
running attack animations for the chicken / rabbit / stag
Sky, lighting and water tweaks. PBR ground texture wip files.
Switched noise generation backend to managed until native cross-platform issues are fixed (still running native in-editor for faster loading times)
Adding exterior and interior wall pieces. wip log set, also contains door/windows and frames pieces
Removed unused / broken gizmos
Globally extraced min and max noise seed values to TerrainNoise
Log detailed terrain checksums after all generation is complete (debug)
Added checksum log on terrain generation (debug)
added a running attack for the boar
Updated water to latest version
Enabled water reflections (toggle via F2 menu)
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
DangerInfo classes are now more generic.
Adding raw and cooked rabbit models, textures, and prefabs
added another running attack for the bear;
added a random variable so the standing attacks will choose from 3 different attack animations
Fixed outdated RustNative
Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
added a running attack for the bear.
Forgot to include the LODs for the ribs yesterday. Duh!
Moved some materials to the correct folder
Updated terrain normal atlas to include specularity
Updated atlas gen to handle missing maps; added default values
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
Organizing splats into separate folders
Since we have to keep normal+height for now: removed normal-only maps (unused); removed height maps (atlas will just get it from the n+h)
Added TerrainCollision to procedural terrain again
Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy
Updated shaders to show Specularity instead of Specular properties
Removed TestLevel_PVT
Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
Rebuilt all scene prefabs after all that chaos and destruction
Reapplied changes up to commit 4026
Converted more scripts to use TerrainExtension
Added some basic extensions to the test level terrain
Raw and cooked rack of ribs models, textures, and prefabs for boar, deer, wolf, and bear
Added TerrainExtension system
Made meta, math, skin, layout and tree batching terrain extensions that work with any terrain
Refactored the first part of the terrain generator to utilize terrain extensions
Added an additional list for height maps to be processed by Terrain Atlas Generator; paving the way for extended atlas packing
Cleaned up terrain splats; split normal+height into normal and height; also deleted _generated
Animals now consider their attack direction in 2D.