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314 Commits over 1,157 Days - 0.01cph!

44 Days Ago
Tightened up anchors for cliff_hills_large_f
44 Days Ago
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
44 Days Ago
Tightened up anchors for cliff_hills_large_a
44 Days Ago
New "Carve Selected" button in the CliffSandbox to modify terrain for a single selected prefab
44 Days Ago
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)
44 Days Ago
Increased extents/offset of edge terrain anchors of cliff_hills_large_c from 2 -> 2.5
44 Days Ago
Further tightened anchor setup of cliff_hills_large_b
44 Days Ago
Tightened anchor setup for cliff_hills_large_c
44 Days Ago
merge from main
59 Days Ago
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
59 Days Ago
Adjusted rock_formation_d some more to avoid gaps
59 Days Ago
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)
59 Days Ago
Slightly lowered the centre rock of rock_formation_d to prevent a terrain in the middle
59 Days Ago
Removed redundant Unity tools entry
59 Days Ago
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)
59 Days Ago
Added support to the CliffSandbox scene to recalculate prefab positions based on terrain anchors, specifying what prefab name to recalculate for
2 Months Ago
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
2 Months Ago
Fixed broken consecutive cliff recalculations because of gameobject destroy frame order
2 Months Ago
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
2 Months Ago
Recalculate button keeps cliffs in the same location
2 Months Ago
2 gizmo options: 1. Distance culling 2. Select what cliffs to show gizmos for by clicking them
2 Months Ago
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
2 Months Ago
First pass on CliffSandbox dev scene to generate a procedural terrain heightmap and test cliff placements using the prefab's setup
2 Months Ago
Consistent icon sizing for animation buttons
2 Months Ago
Camera scroll zoom shift tooltip
2 Months Ago
More reliable skin icon downloading. Skin menu styling fixes. Flash skin title text red/yellow during skin download for user feedback
2 Months Ago
Filter skins by name
2 Months Ago
Bigger button style in scroll views
2 Months Ago
Workshop skins now loading correctly with their icon
2 Months Ago
Button style changes
2 Months Ago
Scene save
2 Months Ago
Fixed admire button regression
2 Months Ago
Cleaned up skin debug and made skins load over multiple frames to prevent big stall on opening the skin menu
2 Months Ago
Steam workshop skins now load correctly on items/wearables/worldmodel/viewmodel
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
2 Months Ago
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic
2 Months Ago
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
2 Months Ago
Fixed camera positioning, fixed screen shake / effects, enable post processing
2 Months Ago
Warmup item/wearables icons on startup to avoid FPS dips
2 Months Ago
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
2 Months Ago
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
2 Months Ago
Ensure triangle counts update this frame. Ensure we aren't counting shadow casters and that any quads are counted properly
2 Months Ago
increased triangle count font size and made it left aligned
2 Months Ago
merge from main
2 Months Ago
Added TOD toggles for Dawn/Noon/Dusk/Night using sun/moon icons
2 Months Ago
Setup ToD toggles in code. TODO: ToD buttons on the canvas
2 Months Ago
New "Toggle triangle counts" button that toggles a text window underneath with tri counts broken down by Player, Viewmodel, Worldmodel, Entity, Total. Works with the currently toggled LOD
2 Months Ago
Allow freecam to go up/down using E/Q too (this is on top of existing leftshift/ctrl)