userandererandrecancel
branchrust_reboot/maincancel

5,885 Commits over 3,653 Days - 0.07cph!

10 Years Ago
Added overloads of GameManager.CreatePrefab that take a GameObject as prefab
10 Years Ago
Removed manual garbage collection pass from grass system Let's see if we can get along without calling it manually at all
10 Years Ago
Made grass and decor gizmo color configurable via inspector
10 Years Ago
Added new grass and decor system to experimental (this will probably break everything)
10 Years Ago
Create textures from Color32 instead of Color struct
10 Years Ago
Made decor alignment to normal optional
10 Years Ago
No need to store static decor objects in a list
10 Years Ago
Added threading to the grass system It now assembles the vertex, triangle and UV lists fully asynchronously
10 Years Ago
Reverted the decor spawn position shift workaround I had to introduce by solving it a little more neatly
10 Years Ago
Added Parallel.Coroutine
10 Years Ago
Changed grass and decor spawn loops to be initiated by terrain generator in the future
10 Years Ago
Added global.batchmode (needs testing) Added option to execute on dedicated servers to decor system
10 Years Ago
Tweaked rock material parameters to look somewhat acceptable
10 Years Ago
Fixed decor ignoring the selected splat type and always spawning on grass instead
10 Years Ago
Let's try to keep all sound files in one folder
10 Years Ago
I think those can be deleted
10 Years Ago
Moved decor prefabs to resources folder
10 Years Ago
Changed decor spawner to load prefabs from resource folder
10 Years Ago
Fixed terrain texture normal maps (we generate from grayscale until petur finishes his textures) Switched terrain texture compression to automatic
10 Years Ago
Fixed terrain noise import settings
10 Years Ago
Split the decor system into two parts Dynamic objects are spawned and despawned around the camera as the player moves Static objects are spawned once at level start (will basically replace the decor spawn method in TerrainGenerator) Made the decor system splat type selectable Minor cleanup in the grass system code
10 Years Ago
Time of Day update to 2.0.8 prerelease 1
10 Years Ago
Handle terrain bounds correctly when spawning grass and decor Refactor some terrain generation code
10 Years Ago
Added public size and water level accessors to TerrainMath
10 Years Ago
Terrain height has to be interpolated and normal can be nearest neighbor
10 Years Ago
Various grass and decor system tweaks
10 Years Ago
Added methods to get interpolated values from the thread safe terrain math class
10 Years Ago
Added FPS graph (fps.graph true/false) Tweaked FPS graph to display raw rather than smoothed values
10 Years Ago
Attempt at fixing the terrain texture / normal map blurriness
10 Years Ago
Changed how scripts interact with terrain data and math This should be somewhat future-proof now, but some things might still change
10 Years Ago
Improved grass LOD transition
10 Years Ago
Grass and foliage shader OCPD tweaks
10 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
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