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10,586 Commits over 3,653 Days - 0.12cph!

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
9 Years Ago
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
9 Years Ago
Fixed radtown barrel spawners spawning spawn handler entities
9 Years Ago
Minor fix
9 Years Ago
Server compile fix
9 Years Ago
Even better without missing materials
9 Years Ago
The glorious return of fps.graph
9 Years Ago
Added dev section to F2 menu (just some layer toggles for now)
9 Years Ago
BuildingBlock / Signage need to start disabled
9 Years Ago
Made low-quality LOD of roofs disappear again when getting close (temp fix)
9 Years Ago
Removed trigger-based nearby entity detection from camera Made conditional building black spawning use the LOD grid (now also affected by object quality slider) Made sign texture requesting use the LOD grid
9 Years Ago
Don't strip all scripts that implement ILOD from servers (implement IClientComponents if desired)
9 Years Ago
Deleted some SE plugin inspector terribleness
9 Years Ago
Don't force-initialize LOD grid when refreshed
9 Years Ago
Added object quality slider to F2 menu
9 Years Ago
Mushrooms no longer collide with player movement
9 Years Ago
Removed deprecated inspector variable from spawn population
9 Years Ago
Keep track of spawned densities in spawn handler Prevent any densities higher than 2 * population target density
9 Years Ago
Converted hand placed Hapis Island rocks to LOD grid
9 Years Ago
Added integer versions of Vector2 and Vector3 Added WorldSpaceGrid (generic grid data structure)
9 Years Ago
Building performance WIP
9 Years Ago
Fixed various potential issues related to resource-to-population linking Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
9 Years Ago
Added LOD cull component for performant per-object distance culling (without LOD meshes)
9 Years Ago
Reduced LOD grid cell size for more accuracy
9 Years Ago
Attempt to fix missing low-quality rock shader variants
9 Years Ago
Fixed refractive fire particles doing a grab pass for every individual instance
9 Years Ago
Added LOD grid to BuildingTest scene Added LOD container script (switches between entire renderers) LOD usability tweaks
9 Years Ago
Linked Hapis Island camera to the prefab Switched to SMAA
9 Years Ago
Tweaked generic rock materials Tweaked biome rock material blending
9 Years Ago
Added profiler sample to inner LOD grid loop
9 Years Ago
Optimized procedural material setup Added edit mode support to material setup Converted procedural rocks on Hapis Island to the LOD grid Applied the reverted rock scales on the mesh import settings to the procedural Hapis Island rock prefabs instead
9 Years Ago
Added ST shaders to always-include list (fixes trees on OSX)