userandererandrecancel

12,338 Commits over 3,683 Days - 0.14cph!

9 Years Ago
Renamed PlaceInfrastructure to PlaceRoads Added PlacePowerlines barebones
9 Years Ago
Cleanup, minor cloud billboard fix when playing inside the editor
9 Years Ago
Fixed reflection probe orientation with rotated sky domes
9 Years Ago
Time of Day inspector fixes
9 Years Ago
Check distance between two power poles before connecting them
9 Years Ago
Wire shader and material tweaks
9 Years Ago
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
9 Years Ago
Even better without missing materials
9 Years Ago
Powerline wiring WIP
9 Years Ago
Post-merge fix
9 Years Ago
Merge from main
9 Years Ago
Merge from main
9 Years Ago
Changed TerrainColors to accept runtime changes in TerrainConfig
9 Years Ago
Compile fix
9 Years Ago
Merge from main
9 Years Ago
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
9 Years Ago
Shot in the dark
9 Years Ago
Converted TerrainPath to a handler for any type of infrastructure Made TerrainPathConnect a component that can be used to connect a position to any infrastructure type Added powerline / grid infrastructure type
9 Years Ago
Made roadside poles orient themselves along the tangent of the path from the previous to the next pole
9 Years Ago
Merge from main
9 Years Ago
Minor post-update fixes
9 Years Ago
Arid biome climate prefab fix
9 Years Ago
Time of Day update
9 Years Ago
Grass tinting fixes
9 Years Ago
More error logging
9 Years Ago
Error logging
9 Years Ago
Optimized screen overlays (especially on OpenGL)
9 Years Ago
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
9 Years Ago
Tweaked particle accumulation texture tiling of generic rock materials
9 Years Ago
Updated shader variants
9 Years Ago
Added ParticleSystemCull (use this Petur)
9 Years Ago
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
9 Years Ago
ignore.conf
9 Years Ago
Added terrain renderer toggle to dev menu
9 Years Ago
Use particle accumulation rather than terrain blending where possible Patched particle accumulation to take albedo alpha as accumulation opacity Added rock sand / snow particle accumulation textures (lower res, VRAM-only, compressed, packed spec / smoothness map)
9 Years Ago
Uploading terrain blend inspector fix for Diogo
9 Years Ago
Added additive HDR shader to shader variants
9 Years Ago
Fixed footstep references
9 Years Ago
Changed construction layer toggle in F2 dev section to construction skin
9 Years Ago
Moved various renderers / objects to their correct layer Converted ladder to LOD grid
9 Years Ago
Disabled specularity on ST billboards
9 Years Ago
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
9 Years Ago
LOD grid components now support renderers of any type (not just mesh renderers) Converted various deployables to LOD grid
9 Years Ago
Allow inspector serialization of Vector2i and Vector3i Added Vector2b and Vector3b
9 Years Ago
Scale fps.graph to fill the entire screen in x direction
9 Years Ago
Replaced graphics.trees with toggle in dev menu
9 Years Ago
Made graphics.shaderlod affect all shaders Fixed ST shaders breaking with shaderlod < 400 Changed ST billboard material to our version (with the LOD fix)
9 Years Ago
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
9 Years Ago
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
9 Years Ago
Fixed particle refraction shader, reenabled it