userandererandrecancel

12,172 Commits over 3,593 Days - 0.14cph!

9 Years Ago
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
9 Years Ago
Added dev.shaderlod for future performance experiments
9 Years Ago
Fixed standalone build error in SceneAsset
9 Years Ago
Moved all trees to the tree layer and all decor to the world layer
9 Years Ago
More scene size fixes (everything from our end is now fixed)
9 Years Ago
Made the error handling if Steam is not running a bit more sane in-editor Made the editor pause if the standalone application quits
9 Years Ago
Asset format update
9 Years Ago
Fixed some minor grass color issues
9 Years Ago
Made scenes a bit smaller Kept TerrainMath from serializing until I find a better place to store its data
9 Years Ago
Forgot to ignore the ShaderForge folder meta files as well
9 Years Ago
Removed ShaderForge + added it to ignore.conf
9 Years Ago
Forced asset serialization to text mode, which will help in the long run... http://i.imgur.com/fFY2Na7.png
9 Years Ago
Added TerrainMeta to all terrains
9 Years Ago
Backup commit of an initial working version of the grass system (do not use yet)
9 Years Ago
Added mesh position offset to grass system
9 Years Ago
Added (but disabled) post processing step to terrain generation (e.g. per-splat or topology height offsets) Made TerrainMath.GetSplatMaxIndex(...) favor overlays over normal textures
9 Years Ago
Refactored grass system
9 Years Ago
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
9 Years Ago
Updated SSAO Enabled 2x downsampling on SSAO Slightly increased SSAO intensity
9 Years Ago
Unduck if pressing jump while ducked
9 Years Ago
OmniSharp-induced code cleanup (even found one bug, yay!)
9 Years Ago
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models Disabled shadow casting on all current view models
9 Years Ago
Fixed missing terrain textures
9 Years Ago
Made splats set by terrain modifiers have chamfered corners
9 Years Ago
Removed some legacy code from the terrain generator
9 Years Ago
Completely disabled PVT to fall back to the texture atlas terrain shader
9 Years Ago
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst) Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
9 Years Ago
Cleaned up TerrainSkin
9 Years Ago
Fixed TerrainGenerator client / server init fuckup
9 Years Ago
Added gizmos to all terrain modifiers Made all terrain modifier radii scale with the y object scale
9 Years Ago
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
9 Years Ago
Made terrain modifiers get applied in Awake()
9 Years Ago
Added TerrainColor and TerrainColorModifier Refactored TerrainOverlayModifier and TerrainSplatModifier
9 Years Ago
Made TerrainSkin support (kinda) dynamic splat adjustments
9 Years Ago
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9 Years Ago
Added random rocks to temperate and arid open fields Added rocks to the grass-beach transition Reorganized terrain-related procedural generation scripts Added basic idea of a dynamic splat modifier script (backup commit)
9 Years Ago
Time of Day update to 2.3.1 prerelease 4
9 Years Ago
Added a tiny randomized scale to resources
9 Years Ago
Made forest 6 reach a bit inside the snow biome
9 Years Ago
Added LayoutMapRes parameter to TerrainGenerator Added Upsample2D method to ImageProcessing Cleaned up ImageProcessing
9 Years Ago
Time of Day update to 2.3.1 prerelease 3
9 Years Ago
Made ignore.conf more generic with regards to UnityVS files
9 Years Ago
Time of Day update to 2.3.1 prerelease 2
9 Years Ago
Fixed TestLevel crashing editor on OSX
9 Years Ago
Made the flags inspector code a bit less shit
9 Years Ago
Fixed standalone compile error
9 Years Ago
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9 Years Ago
Merge from procgen3 Updated prefab names Updated game manifest Protocol++ (network + save)
9 Years Ago
Merge from main
9 Years Ago
Added ImageProcessing class (contains Dilation, GaussianBlur and Average filters for now)