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

10 Years Ago
Added some decor assets and prefabs
10 Years Ago
Deleted some old unused foliage textures
10 Years Ago
Added basic version of the grass shader
10 Years Ago
Added grass texture atlas
10 Years Ago
Grass system tweaks
10 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
10 Years Ago
Removed the old grass system It's clear now that the new one is better in every aspect
10 Years Ago
Grass and detail generation tweaks Added prototype of a grass LOD system
10 Years Ago
Initial commit of the new detail system (unfinished / internal testing)
10 Years Ago
Initial commit of the new grass system (unfinished / internal testing)
10 Years Ago
Added some vector utility methods in 2D space
10 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
10 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
10 Years Ago
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
10 Years Ago
Fixed or at the very least reduced some water reflection glitches
10 Years Ago
Log the correct terrain seed (rather than 0) in edit mode
10 Years Ago
Merge procgen branch to main branch to test the new procedural terrain generation
10 Years Ago
Protocol increment on the procgen branch
10 Years Ago
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
10 Years Ago
Daily merge from main branch
10 Years Ago
Improved rock & dirt splat calculation
10 Years Ago
This broke on merge
10 Years Ago
Merged my previous commits to the procgen branch
10 Years Ago
Tweaked the terrain generator initialization to properly benchmark in-editor
10 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
10 Years Ago
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
10 Years Ago
Daily merge from main branch
10 Years Ago
Increased mountain noise amplitude to reduce probability of flatland worlds
10 Years Ago
Daily merge from main branch
10 Years Ago
Added forest density parameter to spawn handler Tweaked spawn handler forest noise
10 Years Ago
Merge from main branch (again)
10 Years Ago
Merge from main branch
10 Years Ago
Major terrain generator improvements (still needs internal testing)
10 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
10 Years Ago
Undid garbage collection run in terrain generator since main branch added this as well
10 Years Ago
Daily merge from main branch
10 Years Ago
Tweaked some calculations in TerrainNoise for further testing
10 Years Ago
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
10 Years Ago
Made seed in SeedRandom public
10 Years Ago
Removed noise parameters from terrain generator since they are now randomized from seed
10 Years Ago
Removed perlin noise class since it is no longer needed
10 Years Ago
Improved terrain generator (still needs internal testing) Made spawn handler use simplex noise
10 Years Ago
Restructured terrain noise code
10 Years Ago
Made simplex noise code somewhat less ugly
10 Years Ago
Daily merge from main branch
10 Years Ago
AI test scene
10 Years Ago
A few ideas for AI structure
10 Years Ago
AI skeleton
10 Years Ago
Testing some new terrain algorithms
10 Years Ago
Added terrain noise class