userDayaancancel

708 Commits over 699 Days - 0.04cph!

10 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
10 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
10 Months Ago
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
11 Months Ago
Merge from editor_shader
11 Months Ago
Fix incorrect edgeFlags, rotation, and flipped border meshes
11 Months Ago
Add vertex colours toggle to editing UI
11 Months Ago
Vertex colours visual for edit mode
11 Months Ago
Merge from editor_shader
11 Months Ago
Set edit flag on ice material when opening/closing edit mode
11 Months Ago
Ice sculpture shader changes for edit mode
11 Months Ago
Add colour to instance data for debugging, wip rotation handling for seamless LOD borders
11 Months Ago
Fix cell mesh sizes at each LOD
11 Months Ago
Fix palm tree trunk displacement Fix wind attenuation issues with displacement causing jittering
11 Months Ago
Fix mesh create errors, change from vertCount to vertLOD index for choosing lowest LOD vertex count
11 Months Ago
Merge from main
11 Months Ago
Merge from mac_foliage_tearing_fix
11 Months Ago
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
11 Months Ago
Reduce vine material displacement strength
11 Months Ago
Fix tropical underwater overlay logic issue
11 Months Ago
Set tropical terrain material decal layers 0 & 1
11 Months Ago
Merge from tropical_shore
11 Months Ago
Adjust shore and underwater values
11 Months Ago
Merge from parent
11 Months Ago
Increase imposter render bounds to fix culling issues in deepsea
11 Months Ago
Fix tropical1 terrain size, and add earlier assert
11 Months Ago
More shore material tweaks
11 Months Ago
Adjust tropical shore settings
11 Months Ago
Add tropical underwater visual parameters and blend with shore distance
11 Months Ago
Merge from island_scenes
11 Months Ago
Merge from parent
11 Months Ago
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
11 Months Ago
Use no displacement version of ground plants for floating city pot plants
11 Months Ago
Include light colour term in thin transmission mode
11 Months Ago
Fix incorrect overriden terrainSizes in island prefabs, and remove displacement manager from tropical foliage spawns
11 Months Ago
Add editor option terrainIgnoreDeepseaFlag to DeepSeaEditorScene to use source terrain textures instead of deepsea textures (which have not been created) when forcing deepsea
11 Months Ago
GPU crash fix, NaN check in cloud raymarch
11 Months Ago
Merge from foliage_instancing_islands
11 Months Ago
Fix terrain data not being added to FoliageGrid when loading into deepsea from menu
11 Months Ago
Merge from parent
11 Months Ago
Remove displacement manager from foliage tropical prefab (change was stomped in merge)
11 Months Ago
Correct serialized terrain size on island prefabs
11 Months Ago
Merge from foliage_displacement_fix
11 Months Ago
Move displacement manager to FoliageGrid batching prefab to decouple from FoliageSpawns prefabs
11 Months Ago
Deepsea biome support for FoliageGrid/FoliagePlacement compute
11 Months Ago
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
11 Months Ago
Triangle fan cells wip
12 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
12 Months Ago
Fix displacement clamping
12 Months Ago
Merge from main
12 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