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627 Commits over 669 Days - 0.04cph!

10 Months Ago
Use no displacement version of ground plants for floating city pot plants
10 Months Ago
Include light colour term in thin transmission mode
10 Months Ago
Fix incorrect overriden terrainSizes in island prefabs, and remove displacement manager from tropical foliage spawns
10 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
10 Months Ago
GPU crash fix, NaN check in cloud raymarch
10 Months Ago
Merge from foliage_instancing_islands
10 Months Ago
Fix terrain data not being added to FoliageGrid when loading into deepsea from menu
10 Months Ago
Merge from parent
10 Months Ago
Remove displacement manager from foliage tropical prefab (change was stomped in merge)
10 Months Ago
Correct serialized terrain size on island prefabs
10 Months Ago
Merge from foliage_displacement_fix
10 Months Ago
Move displacement manager to FoliageGrid batching prefab to decouple from FoliageSpawns prefabs
10 Months Ago
Deepsea biome support for FoliageGrid/FoliagePlacement compute
10 Months Ago
Fix mesh creation with border meshes Calculate instance offsets when LOD factor is updated Combine per LOD compute into singular dispatch
10 Months Ago
Triangle fan cells wip
10 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
11 Months Ago
Fix displacement clamping
11 Months Ago
Merge from main
11 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
11 Months Ago
Merge from main
11 Months Ago
Merge from directional_foliage_displacement
11 Months Ago
Adjust displacement factor on materials to fix stretching
11 Months Ago
Merge from main
11 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
11 Months Ago
Terrain shadow culling wip, and merge fix
11 Months Ago
Merge from foliage_instancing
11 Months Ago
Merge from main
11 Months Ago
Merge from directional_foliage_displacement
11 Months Ago
Replace overwritten/corrupted texture bundle
11 Months Ago
Remove debug code and more clean up
11 Months Ago
Merge from main
11 Months Ago
Optimise displacement calculations Fix square displacement Make displacement factor softer and clamp magnitude Improve blend compress and displace vectors Clean up
11 Months Ago
Merge from main
11 Months Ago
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
11 Months Ago
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
11 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
11 Months Ago
Merge from main
11 Months Ago
Scale foliage based on distance density falloff to reduce visible pop in
11 Months Ago
Merge from main
11 Months Ago
Increase grass distance max clamp
11 Months Ago
NRE fix for wiping islands without FoliageGrid initialized
11 Months Ago
Merge from foliage_instancing_islands
11 Months Ago
Clean up left over shader constants Remove unused foliage terrain cbuffer update functions
11 Months Ago
Merge from parent
11 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
11 Months Ago
Merge from parent
11 Months Ago
Fix terrainData list removing, clamp activeTerrainIndex to length, and move matrix setup into terrainData constructor
12 Months Ago
MeshTerrainRoot should now auto update terrain size field (needed for terrain map sampling), and update island prefabs with terrain size field.
12 Months Ago
Check for closest island in increments instead of every frame, also profiler sample fix.
12 Months Ago
FoliageGrid renders on closest island and resets when island changes. Handle cases of terrain being rotated when sampling terrain maps by extracting 2D worldToLocalMatrix.