332 Commits over 457 Days - 0.03cph!
- 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
- Fix lod border cells, and negative cells
- Change mesh master to only 3 submeshes
- Change instance offsets and arguments for new approach
- Culling toggle in editor
- Fix issues with cell offsets
- Fix grid offsets with negatives
- Change dispatch thread size
Split grid sideblocks to simplify thread to coords
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
Merge from sails_motion_vector_fix
Upgrade Standard-Wind shader to match Standard
Use Standard-Wind for sails to fix motion vectors
Terrain renderer editor script
Add terrain testing scene
Add mesh spawn debug option
Change vertex density slider to int
Switch to linear sampling where density is increased
Fix edge length calculation, alignment actually fixed
Align terrain vertices with texel corner to match unity
Move ConVars to terrain ConVars
Add terrain renderer to WorldSetup
Add terrain mesh culling toggle
Improve editor terrain view
Snap render distance to cell to make bounds consistent
FIx incorrect LOD borders at last LOD
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
Make low res heightmap size dynamic to handle different terrain sizes
Fix foliage placement orientation on rotated islands
Add profiling marker to terrain render
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
Add vertex density slider for terrain detail
Fix grid position alignment issues with some cell sizes
Editor recreates terrain buffers on inspector changes
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
Fix render bounds flooring
Fix corner LOD edge detection
LODs are now seamless
Fix incorrect edgeFlags, rotation, and flipped border meshes
Add vertex colours toggle to editing UI
Vertex colours visual for edit mode
Set edit flag on ice material when opening/closing edit mode
Ice sculpture shader changes for edit mode
Add colour to instance data for debugging, wip rotation handling for seamless LOD borders
Fix cell mesh sizes at each LOD
Fix palm tree trunk displacement
Fix wind attenuation issues with displacement causing jittering
Fix mesh create errors, change from vertCount to vertLOD index for choosing lowest LOD vertex count
Merge from mac_foliage_tearing_fix
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
Reduce vine material displacement strength
Fix tropical underwater overlay logic issue
Set tropical terrain material decal layers 0 & 1
Merge from tropical_shore
Adjust shore and underwater values
Increase imposter render bounds to fix culling issues in deepsea
Fix tropical1 terrain size, and add earlier assert
More shore material tweaks