269 Commits over 1,126 Days - 0.01cph!
More anchors on each of the rock_formation_medium_d variants (hills, rock formations and river rock formations), preserving their independent slope scale and offset/extents
merge from main (gimme terrain_anchor_tooling)
- Modernise CliffSandbox UI to use RustButton, RustText, RustInput...
- Added teleport to marker button
- Added help text so more devs can use this tool in the future if needed
- Added hot reload of prefabs so you can change a cliff prefab's setup and remain in playmode to iterate much faster on problematic cliffs
Applied a similar fix as `158818` to cliff_tall_slope_l_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
Tightened up anchors for cliff_hills_large_f
Modify setup of all cliff_tall_[a-d] prefabs to use 3 separate TerrainHeightSet raise. Keeping the original big one at origin and then adding 2 smaller radius 10 either side to catch edgecases where the cliff spawns at the right angle where you can walk underneath it. Took some time to get this to always look nice with no abrupt hills in terrain
Tightened up anchors for cliff_hills_large_a
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
Added a terrain height set raise object to cliff_tall_d (this was the only tall cliff without one, allowing there to be gaps in the terrain when it was placed)
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
Further tightened anchor setup of cliff_hills_large_b
Tightened anchor setup for cliff_hills_large_c
Fixed pre cliff bake sometimes not using the right seed and made re-anchoring more reliable, now using select to re-anchor rather then attempting to re-anchor string inputted prefab names everywhere
Adjusted rock_formation_d some more to avoid gaps
Changed both cliff_tall_b and cliff_tall_slope_l_a 's TerrainHeightSet object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff
- Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother
- Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely)
Slightly lowered the centre rock of rock_formation_d to prevent a terrain in the middle
Removed redundant Unity tools entry
Fixed cliff_hills_large_b poking out of terrain
- Added a few more terrain anchors
- Increased offset/extents of all anchors from 2 -> 2.5 to help with sloped placement (more anchors alone did not solve the example case)
Added support to the CliffSandbox scene to recalculate prefab positions based on terrain anchors, specifying what prefab name to recalculate for
Changed both `cliff_tall_a` and `cliff_tall_c` 's `TerrainHeightSet` object properties to fix close-by cliffs sometimes carving out eachother's terrain corners and creating gaps between terrain and the cliff
- Now using "Raise" mode instead of "Set" so overlapping radii take max and don't fight eachother
- Increased Opacity from 0.5 -> 0.75 to make the terrain raising a little more harsh (changing to "Raise" alone didn't fix the gap completely)
Subject2Change
Fixed broken consecutive cliff recalculations because of gameobject destroy frame order
Preserve order of cliff prefab operations. Run a pre-cliff baseline on the real procgen pipeline to get the state of terrain before cliffs are placed for accurate runtime recalculations. Don't move the camera when recalculating terrain
Recalculate button keeps cliffs in the same location
2 gizmo options:
1. Distance culling
2. Select what cliffs to show gizmos for by clicking them
Improvements to the CliffSandbox dev scene
- Select cliff prefabs from inspector dropdown
- Can provide a real `.map` file, coordinate and region size to instantly generate the real terrain and cliff data from a live map for debugging
- Toggleable prefab gizmos in playmode
- Spawnable player-sized capsule for sense of scale
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
Consistent icon sizing for animation buttons
Camera scroll zoom shift tooltip
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
Bigger button style in scroll views
Workshop skins now loading correctly with their icon
Fixed admire button regression
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic
Use the gesture viewmodel when using gestures so we can see 1st person hands, ensure any held item viewmodel is redeployed when the gesture ends and when ending gesture loops
Fixed camera positioning, fixed screen shake / effects, enable post processing
Warmup item/wearables icons on startup to avoid FPS dips
New player select menu next to the Randomise Player Seed button to view the current player seed and to manually enter seeds. Accepts SteamIDs to view specific player models
Wearables/held items should never have shadow casters triangles but make the distinction in the triangle count display text if that is ever the case
Ensure triangle counts update this frame. Ensure we aren't counting shadow casters and that any quads are counted properly
increased triangle count font size and made it left aligned