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9,100 Commits over 2,648 Days - 0.14cph!

7 Years Ago
Tweaked some calculations in TerrainNoise for further testing
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7 Years Ago
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
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7 Years Ago
Made seed in SeedRandom public
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7 Years Ago
Removed noise parameters from terrain generator since they are now randomized from seed
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7 Years Ago
Removed perlin noise class since it is no longer needed
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7 Years Ago
Improved terrain generator (still needs internal testing) Made spawn handler use simplex noise
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7 Years Ago
Restructured terrain noise code
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7 Years Ago
Made simplex noise code somewhat less ugly
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7 Years Ago
Daily merge from main branch
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7 Years Ago
AI test scene
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7 Years Ago
A few ideas for AI structure
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7 Years Ago
AI skeleton
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7 Years Ago
Testing some new terrain algorithms
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7 Years Ago
Added terrain noise class
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7 Years Ago
Added simplex noise class
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7 Years Ago
Run garbage collection pre and post terrain generation
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7 Years Ago
Scaled rocks back to 1
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7 Years Ago
Added text accessor property to loading screen class Some nicer editor logging for the terrain generator Was forced to merge
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7 Years Ago
Awake should be protected to keep us from accidentally overriding it in a child class without a warning
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7 Years Ago
Added culling at 1000 meters to world layer
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7 Years Ago
Fixed wood pile prefab
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7 Years Ago
Created proper bush prefabs Put rocks and bushes on world layer
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7 Years Ago
I give up my beloved spaces You try to get your editors to save UNIX line endings It's a gentlemen's agreement
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7 Years Ago
Disabled server saving for resources for now Fixed several issues in the resource prefabs
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7 Years Ago
Fixed FindPrefabNames on Windows
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7 Years Ago
Fixed water specular highlight in test scene
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7 Years Ago
Fixed water specular highlight in procedurally generated scene
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7 Years Ago
Added water to the procedurally generated scene
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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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