userandererandrecancel

12,290 Commits over 3,653 Days - 0.14cph!

9 Years Ago
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
9 Years Ago
Fixed particle refraction shader, reenabled it
9 Years Ago
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
9 Years Ago
Fixed radtown barrel spawners spawning spawn handler entities
9 Years Ago
Minor fix
9 Years Ago
Server compile fix
9 Years Ago
Even better without missing materials
9 Years Ago
The glorious return of fps.graph
9 Years Ago
Added dev section to F2 menu (just some layer toggles for now)
9 Years Ago
BuildingBlock / Signage need to start disabled
9 Years Ago
Made low-quality LOD of roofs disappear again when getting close (temp fix)
9 Years Ago
Removed trigger-based nearby entity detection from camera Made conditional building black spawning use the LOD grid (now also affected by object quality slider) Made sign texture requesting use the LOD grid
9 Years Ago
Don't strip all scripts that implement ILOD from servers (implement IClientComponents if desired)
9 Years Ago
Deleted some SE plugin inspector terribleness
9 Years Ago
Don't force-initialize LOD grid when refreshed
9 Years Ago
Added object quality slider to F2 menu
9 Years Ago
Mushrooms no longer collide with player movement
9 Years Ago
Removed deprecated inspector variable from spawn population
9 Years Ago
Keep track of spawned densities in spawn handler Prevent any densities higher than 2 * population target density
9 Years Ago
Converted hand placed Hapis Island rocks to LOD grid
9 Years Ago
Added integer versions of Vector2 and Vector3 Added WorldSpaceGrid (generic grid data structure)
9 Years Ago
Building performance WIP
9 Years Ago
Fixed various potential issues related to resource-to-population linking Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
9 Years Ago
Added LOD cull component for performant per-object distance culling (without LOD meshes)
9 Years Ago
Reduced LOD grid cell size for more accuracy
9 Years Ago
Attempt to fix missing low-quality rock shader variants
9 Years Ago
Fixed refractive fire particles doing a grab pass for every individual instance
9 Years Ago
Added LOD grid to BuildingTest scene Added LOD container script (switches between entire renderers) LOD usability tweaks
9 Years Ago
Linked Hapis Island camera to the prefab Switched to SMAA
9 Years Ago
Tweaked generic rock materials Tweaked biome rock material blending
9 Years Ago
Added profiler sample to inner LOD grid loop
9 Years Ago
Optimized procedural material setup Added edit mode support to material setup Converted procedural rocks on Hapis Island to the LOD grid Applied the reverted rock scales on the mesh import settings to the procedural Hapis Island rock prefabs instead
9 Years Ago
Added ST shaders to always-include list (fixes trees on OSX)
9 Years Ago
LOD distance tweaks
9 Years Ago
Reverted some mesh import scales (don't change stuff like that globally in non-wiping updates - adjust individual prefabs instead, cc Petur)
9 Years Ago
Force LOD grid init when accessed for the first time
9 Years Ago
Converted rocks in procedural map to use the LOD grid (less memory, better performance) Disabled per-layer culling on the camera
9 Years Ago
LOD grid default parameter value tweak
9 Years Ago
Fixed highest LOD not triggering sometimes
9 Years Ago
Optimized LOD grid performance Optimized LOD object memory usage
9 Years Ago
Added fast LOD component for static objects (using the LOD grid)
9 Years Ago
Made singleton class more robust (handle pre-init access)
9 Years Ago
Merge from unsuckhapis1 Network++
9 Years Ago
Converted cull grid to a generic LOD grid (can of course still be used to cull stuff)
9 Years Ago
Made smooth rock material parameter blending entirely generic (supports all types of shader properties on any kind of object)
9 Years Ago
Merge from main
9 Years Ago
Merge from main
9 Years Ago
Forgot river physics material (for footsteps)
9 Years Ago
Baked HapisIsland water map (ignore this in your next merge Petur)
9 Years Ago
Game manifest