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332 Commits over 457 Days - 0.03cph!

3 Months Ago
Adjust tropical shore settings
3 Months Ago
Add tropical underwater visual parameters and blend with shore distance
3 Months Ago
Merge from island_scenes
3 Months Ago
Merge from parent
3 Months Ago
Fix tropical1 terrain size (fixes foliage assert), and hopefully stop issue from happening again when adjusting prefabs
3 Months Ago
Use no displacement version of ground plants for floating city pot plants
3 Months Ago
Include light colour term in thin transmission mode
3 Months Ago
Fix incorrect overriden terrainSizes in island prefabs, and remove displacement manager from tropical foliage spawns
3 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
3 Months Ago
GPU crash fix, NaN check in cloud raymarch
3 Months Ago
Merge from foliage_instancing_islands
3 Months Ago
Fix terrain data not being added to FoliageGrid when loading into deepsea from menu
3 Months Ago
Merge from parent
3 Months Ago
Remove displacement manager from foliage tropical prefab (change was stomped in merge)
3 Months Ago
Correct serialized terrain size on island prefabs
3 Months Ago
Merge from foliage_displacement_fix
3 Months Ago
Move displacement manager to FoliageGrid batching prefab to decouple from FoliageSpawns prefabs
3 Months Ago
Deepsea biome support for FoliageGrid/FoliagePlacement compute
3 Months Ago
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
3 Months Ago
Triangle fan cells wip
3 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
3 Months Ago
Fix displacement clamping
3 Months Ago
Merge from main
3 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
3 Months Ago
Merge from main
3 Months Ago
Merge from directional_foliage_displacement
3 Months Ago
Adjust displacement factor on materials to fix stretching
3 Months Ago
Merge from main
3 Months Ago
Reduce cases causing texture stretching Fix centre falloff Add directional displacement strength to material Adjust bush and ferns displacement strength Clamp max displacement height radius
3 Months Ago
Terrain shadow culling wip, and merge fix
4 Months Ago
Merge from foliage_instancing
4 Months Ago
Merge from main
4 Months Ago
Merge from directional_foliage_displacement
4 Months Ago
Replace overwritten/corrupted texture bundle
4 Months Ago
Remove debug code and more clean up
4 Months Ago
Merge from main
4 Months Ago
Optimise displacement calculations Fix square displacement Make displacement factor softer and clamp magnitude Improve blend compress and displace vectors Clean up
4 Months Ago
Merge from main
4 Months Ago
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
4 Months Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
4 Months Ago
Fix negative displacements being clipped Scale vector by radius after sample Clamp to avoid any extremes Falloff by distance from centre of mesh and scale of mesh Displace only when vector does not cross centre of mesh
4 Months Ago
Merge from main
4 Months Ago
Scale foliage based on distance density falloff to reduce visible pop in
4 Months Ago
Merge from main
4 Months Ago
Increase grass distance max clamp
4 Months Ago
NRE fix for wiping islands without FoliageGrid initialized
4 Months Ago
Merge from foliage_instancing_islands
4 Months Ago
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
4 Months Ago
Merge from parent
4 Months Ago
Remove CPU height sampling option can't be supported with mesh terrains Do not invalidate cells when pushing a mesh terrain (only invalidate when nearest is changed) Update terrain cbuffer after switching terrain data