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9,022 Commits over 2,618 Days - 0.14cph!

7 Years Ago
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
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7 Years Ago
Fixed light source culling mask warning
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7 Years Ago
Fixed resource_ore_metal prefab name
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7 Years Ago
Where did those come from? I don't think they should be in here
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7 Years Ago
Correctly marked Eoka pistol normal maps as normal maps
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7 Years Ago
Added script to clear the color buffer in the first frame, after that only clear the depth buffer (see ClearFirstFrame.cs for the purpose of this) Changed camera prefab far clip plane to 4000 Reverted the procedural scene camera far clip plane to the camera prefab default
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7 Years Ago
Prepared the spawn handler for networking Was forced to merge
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7 Years Ago
Made the spawn handler load all its prefabs from the resources folder
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7 Years Ago
Made the spawn handler use the new singleton base class
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7 Years Ago
Improved singleton base class
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7 Years Ago
Use spawn handler spawn points in levels that allow it
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7 Years Ago
Fixed normal mapping Optimized fade value calculation Added blend offset parameter
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7 Years Ago
Added terrain tangent equation
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7 Years Ago
Fixed normal calculation
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7 Years Ago
Time of Day update to 2.0.7
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7 Years Ago
TerrainUV frac call is no longer needed, so let's save those instructions
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7 Years Ago
Minor OCPD fix
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7 Years Ago
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin Major texture mapping quality improvements
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7 Years Ago
Moved all benchmarking to TerrainGenerator Added BENCHMARK ifdefs to TerrainGenerator Multiple tweaks and fixes for TerrainBlend Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
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7 Years Ago
Mesh blend shader tweaks and fixes
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7 Years Ago
Fixed splat UV calculations
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7 Years Ago
Mesh blend shader cleanup
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7 Years Ago
Made everything use the new terrain math class Parallelized the normal map generation of terrain blend Fixed that the terrain blend initialization would run twice Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
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7 Years Ago
Class for all the thread safe terrain math I had to implement Hopefully all of this will be part of the Unity terrain system one day
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7 Years Ago
Minor tweaks
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7 Years Ago
Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire Nothing you see here is finished, the basics work though
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7 Years Ago
Beautified terrain UVMIX shader code Put the common code between the add and blend passes in a cginc file
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7 Years Ago
Added all trees, bushes and rocks to the procedural test map
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7 Years Ago
Scaled the rocks up to use them as big rocks for the time being
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7 Years Ago
All rock prefabs with colliders
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7 Years Ago
Yo, there's a meta file missing for the hammer materials folder it appears
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7 Years Ago
All tree prefabs with colliders
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7 Years Ago
Made procedural terrain generation somewhat async and moved it into a coroutine Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
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7 Years Ago
Fixed trees spawning in lakes Beautified distribution update code
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7 Years Ago
Split procedural terrain generation into multiple files Made splatmap generation thread safe and parallelized it Enhanced calculation of the detail object distribution Added possibility to add detail types for any splat value Added forest placement based on perlin noise to spawn handler Made terrain generation seed static Restructured and optimized some code
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7 Years Ago
Fixed some minor but annoying shader warnings
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7 Years Ago
We shouldn't use this hacked billboard fix, when we use billboards I'll implement the fix the correct way (which didn't work before due to the asset bundle system)
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7 Years Ago
Added first draft of grass and threading to the procedural terrain generation
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7 Years Ago
Enhanced the seed based random number generator
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7 Years Ago
Terrain grass mesh textures
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7 Years Ago
Parallel.For utility class
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7 Years Ago
Fixed warning regarding "global" class name conflict if referenced in code
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7 Years Ago
Added ores and wood piles to the spawn handler
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7 Years Ago
Forgot to commit the tree prefab with script and collider
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7 Years Ago
Initial commit of the procedural stuff
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7 Years Ago
First stab at an improved terrain shader
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7 Years Ago
Tweaked terrain texture import settings
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7 Years Ago
Added shadow softener for evaluation, for deferred rendering it is simply enabled by dropping the files in - to disable it simply remove the files The way this works is that hard shadows are being softened by shadow softener, soft shadows are being softened by both shadow softener and the Unity softening algorithm Adjusted the quality settings accordingly to only use hard shadows (i.e. shadow softener) to see if it looks good, we could add the Unity softening for high quality settings if we wanted to Configuring shadow softener is done by defines in the shader include file ShadowSoftenerConfig.cginc, it uses the default values for now Cool features of shadow softener are for example soft point light shadows and less dithering due to PCF
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7 Years Ago
Time of Day update to 2.0.6 prerelease 1 Was forced to merge
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7 Years Ago
Added a first set of the new rocks
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