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branchrust_reboot/main/terrain_renderercancel

52 Commits over 212 Days - 0.01cph!

Yesterday
Merge from main
Yesterday
Fix height sampling on some terrain sizes, add tooltips to convars, fix server compile errors, set terrain prefab to craggy, set default global lod scale to 2
Yesterday
Add ConVar to use MeshColliders for terrain cells, add editor buttons to create mesh colliders, clean up unused code, and put debug info behind flags.
2 Days Ago
Clean up editor, fix LOD extent validation, fix editor defaults causing 0 LOD extents, and set new defaults
8 Days Ago
Terrain cell mesh colliders with separate cellsize from rendering
8 Days Ago
Merge from main
8 Days Ago
Terrain mesh collision cells wip
10 Days Ago
Merge from main
10 Days Ago
- TerrainHoles support - Add compute blit when using R16 format - Only create R16 map when enabled - Change low res heightmap to use full uint16 range - Initialise groupthread min and max at texture bounds to fix border values
12 Days Ago
Terrain collision update tests - Implement CPU heightmap functions in GPU compute (HeightMapApply), should remove need for map sync - Profile tests for AddHeight and SetHeightsDelayLOD using a limited texel area - Add option to use terrain R16 maps, and the active terrain render texture - Use R16 UAV heightmap for compute and terrain vertex shader - Improve camera culling by including min/max height of cell
15 Days Ago
Add alternate slanted grid topology option Fix culling radius calculation Fix LOD scaling cell positions for culling
16 Days Ago
Merge from main
17 Days Ago
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
22 Days Ago
- Swap terrain convar lodFactor with lodGlobalScale - GlobalScale effects cell counts between each LOD level - Add LOD cell extent sliders for each individual LOD level - Simplify instance offsets calc - Adjust culling for new terrain cell sizes
22 Days Ago
- Fix lod border cells, and negative cells - Change mesh master to only 3 submeshes - Change instance offsets and arguments for new approach
23 Days Ago
- Culling toggle in editor - Fix issues with cell offsets - Fix grid offsets with negatives - Change dispatch thread size
24 Days Ago
Split grid sideblocks to simplify thread to coords
25 Days Ago
Nested grid changes: - Add scale to instance data - Move rotation float2 to uint - Handle finding grid coords in nested grid with thread id - Find LOD using precomputed offsets instead of distances - Adjust grids by offset from LOD0 grid
33 Days Ago
Merge from main
36 Days Ago
Terrain renderer editor script
36 Days Ago
Add terrain testing scene
36 Days Ago
Add mesh spawn debug option
38 Days Ago
Change vertex density slider to int Switch to linear sampling where density is increased
38 Days Ago
Fix edge length calculation, alignment actually fixed
39 Days Ago
Align terrain vertices with texel corner to match unity
47 Days Ago
Merge from main
47 Days Ago
Move ConVars to terrain ConVars Add terrain renderer to WorldSetup Add terrain mesh culling toggle
51 Days Ago
Merge from main
51 Days Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
53 Days Ago
Change position operations to integer coords to solve lod border issues with some terrain sizes Setup terrain renderer to run in editor for scene view and game view cameras
54 Days Ago
Make low res heightmap size dynamic to handle different terrain sizes
58 Days Ago
Add profiling marker to terrain render
2 Months Ago
Merge from main
2 Months Ago
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
3 Months Ago
Add vertex density slider for terrain detail Fix grid position alignment issues with some cell sizes Editor recreates terrain buffers on inspector changes
3 Months Ago
Fix instance offsets, and LOD border calculations when using some LOD distance values Add debug validation toggle to system Handle terrain detail when using narrow FOVs by moving the centre point along the forward direction but clamped to the first LOD boundry
3 Months Ago
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
3 Months Ago
Fix incorrect edgeFlags, rotation, and flipped border meshes
3 Months Ago
Add colour to instance data for debugging, wip rotation handling for seamless LOD borders
3 Months Ago
Fix cell mesh sizes at each LOD
3 Months Ago
Fix mesh create errors, change from vertCount to vertLOD index for choosing lowest LOD vertex count
3 Months Ago
Merge from main
4 Months Ago
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
4 Months Ago
Triangle fan cells wip
4 Months Ago
Calculate cellsize based on vertex count and texels per unit Use max axis for LOD distance Use camera position snapped to half cell increments for LOD distance Change LOD falloff to log function Enable shore wetness
4 Months Ago
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height
4 Months Ago
Merge from main
4 Months Ago
Terrain shadow culling wip, and merge fix
6 Months Ago
Fix terrain shadows, add vertex normal map sampling, use terrain heightmap instead of height slope map, change LOD slider into min/max slider for more control, and add convar for terrain renderer toggling.
6 Months Ago
Merge from main