userandererandrecancel

12,290 Commits over 3,653 Days - 0.14cph!

9 Years Ago
Removed random scaling from Spawnable (now handled by TreeMesh)
9 Years Ago
Added Tools->Update->Tree Prefabs and converted all tree prefabs to the new batching system
9 Years Ago
Added initial tree batching system
9 Years Ago
Allow prefab preprocessors to run inside the editor
9 Years Ago
Made Tools->Update->Prefabs never fail
9 Years Ago
Updated prefabs + game manifest
9 Years Ago
Properly setup the rustle triggers on all bush prefabs Changed flower clutter shader to the double-sided foliage one
9 Years Ago
Added ice sheets
9 Years Ago
Made prey animals avoid predator animals
9 Years Ago
Increased animal run speed
9 Years Ago
Fixed AI being disabled in the main procedural scene
9 Years Ago
Added refresh to the decor and grass component context menus for runtime tweaking
9 Years Ago
Properly added refresh menu to grass
9 Years Ago
Time of Day update to 2.3.1 prerelease 5
9 Years Ago
Switched normal map bake to raycasted normals
9 Years Ago
Fixed quit not working (stupid find & replace)
9 Years Ago
Asset format update
9 Years Ago
Added timing utility class Fixed heightmap encoding (is stored normalized in the texture) Made normalmap use a bit less memory (no longer store x in alpha) Enabled map decoding at terrain load
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()