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9,241 Commits over 2,801 Days - 0.14cph!

8 Years Ago
Attempt at fixing the terrain texture / normal map blurriness
8 Years Ago
Changed how scripts interact with terrain data and math This should be somewhat future-proof now, but some things might still change
8 Years Ago
Improved grass LOD transition
8 Years Ago
Grass and foliage shader OCPD tweaks
8 Years Ago
Added wind to grass shader Added smooth fadeout to grass shader Added foliage shader (without wind for the time being) Improved grass LOD transition Made grass renderer auto-disable if the mesh of a patch is empty Made grass atlas only tile in x direction to avoid uv bleeding
8 Years Ago
Added some decor assets and prefabs
8 Years Ago
Deleted some old unused foliage textures
8 Years Ago
Added basic version of the grass shader
8 Years Ago
Added grass texture atlas
8 Years Ago
Grass system tweaks
8 Years Ago
Renamed detail system to decor system I chose the name when it was still intended to do the same thing the terrain detail system does It doesn't handle any grass anymore at this point since that was moved to the new grass system
8 Years Ago
Removed the old grass system It's clear now that the new one is better in every aspect
8 Years Ago
Grass and detail generation tweaks Added prototype of a grass LOD system
8 Years Ago
Initial commit of the new detail system (unfinished / internal testing)
8 Years Ago
Initial commit of the new grass system (unfinished / internal testing)
8 Years Ago
Added some vector utility methods in 2D space
8 Years Ago
Randomize seed up to int.MaxValue instead of uint.MaxValue to be able to safely do things like seed*x or seed+x I think 2 billion different maps should be enough
8 Years Ago
Made the sky dome use our own prefab the way the water does I don't like modifying prefabs in the third party folder
8 Years Ago
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
8 Years Ago
Fixed or at the very least reduced some water reflection glitches
8 Years Ago
Log the correct terrain seed (rather than 0) in edit mode
8 Years Ago
Merge procgen branch to main branch to test the new procedural terrain generation
8 Years Ago
Protocol increment on the procgen branch
8 Years Ago
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
8 Years Ago
Daily merge from main branch
8 Years Ago
Improved rock & dirt splat calculation
8 Years Ago
This broke on merge
8 Years Ago
Merged my previous commits to the procgen branch
8 Years Ago
Tweaked the terrain generator initialization to properly benchmark in-editor
8 Years Ago
Converted some of the newly imported assets from binary to text asset storage format Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
8 Years Ago
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
8 Years Ago
Daily merge from main branch
8 Years Ago
Increased mountain noise amplitude to reduce probability of flatland worlds
8 Years Ago
Daily merge from main branch
8 Years Ago
Added forest density parameter to spawn handler Tweaked spawn handler forest noise
8 Years Ago
Merge from main branch (again)
8 Years Ago
Merge from main branch
8 Years Ago
Major terrain generator improvements (still needs internal testing)
8 Years Ago
Changed default water level to always be at world height 0 Made splat map calculation favor sand texture a lot more if underwater
8 Years Ago
Undid garbage collection run in terrain generator since main branch added this as well
8 Years Ago
Daily merge from main branch
8 Years Ago
Tweaked some calculations in TerrainNoise for further testing
8 Years Ago
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
8 Years Ago
Made seed in SeedRandom public
8 Years Ago
Removed noise parameters from terrain generator since they are now randomized from seed
8 Years Ago
Removed perlin noise class since it is no longer needed
8 Years Ago
Improved terrain generator (still needs internal testing) Made spawn handler use simplex noise
8 Years Ago
Restructured terrain noise code
8 Years Ago
Made simplex noise code somewhat less ugly
8 Years Ago
Daily merge from main branch