userandererandrecancel

10,453 Commits over 2,498 Days - 0.17cph!

7 Years Ago
Mesh blend shader cleanup
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7 Years Ago
Made everything use the new terrain math class Parallelized the normal map generation of terrain blend Fixed that the terrain blend initialization would run twice Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
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7 Years Ago
Class for all the thread safe terrain math I had to implement Hopefully all of this will be part of the Unity terrain system one day
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7 Years Ago
Minor tweaks
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7 Years Ago
Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire Nothing you see here is finished, the basics work though
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7 Years Ago
Beautified terrain UVMIX shader code Put the common code between the add and blend passes in a cginc file
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7 Years Ago
Added all trees, bushes and rocks to the procedural test map
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7 Years Ago
Scaled the rocks up to use them as big rocks for the time being
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7 Years Ago
All rock prefabs with colliders
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7 Years Ago
Yo, there's a meta file missing for the hammer materials folder it appears
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7 Years Ago
All tree prefabs with colliders
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7 Years Ago
Made procedural terrain generation somewhat async and moved it into a coroutine Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
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7 Years Ago
Fixed trees spawning in lakes Beautified distribution update code
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7 Years Ago
Split procedural terrain generation into multiple files Made splatmap generation thread safe and parallelized it Enhanced calculation of the detail object distribution Added possibility to add detail types for any splat value Added forest placement based on perlin noise to spawn handler Made terrain generation seed static Restructured and optimized some code
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7 Years Ago
Fixed some minor but annoying shader warnings
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7 Years Ago
We shouldn't use this hacked billboard fix, when we use billboards I'll implement the fix the correct way (which didn't work before due to the asset bundle system)
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7 Years Ago
Added first draft of grass and threading to the procedural terrain generation
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7 Years Ago
Enhanced the seed based random number generator
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7 Years Ago
Terrain grass mesh textures
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7 Years Ago
Parallel.For utility class
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7 Years Ago
Fixed warning regarding "global" class name conflict if referenced in code
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7 Years Ago
Added ores and wood piles to the spawn handler
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7 Years Ago
Forgot to commit the tree prefab with script and collider
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7 Years Ago
Initial commit of the procedural stuff
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7 Years Ago
First stab at an improved terrain shader
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7 Years Ago
Tweaked terrain texture import settings
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7 Years Ago
Added shadow softener for evaluation, for deferred rendering it is simply enabled by dropping the files in - to disable it simply remove the files The way this works is that hard shadows are being softened by shadow softener, soft shadows are being softened by both shadow softener and the Unity softening algorithm Adjusted the quality settings accordingly to only use hard shadows (i.e. shadow softener) to see if it looks good, we could add the Unity softening for high quality settings if we wanted to Configuring shadow softener is done by defines in the shader include file ShadowSoftenerConfig.cginc, it uses the default values for now Cool features of shadow softener are for example soft point light shadows and less dithering due to PCF
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7 Years Ago
Time of Day update to 2.0.6 prerelease 1 Was forced to merge
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7 Years Ago
Added a first set of the new rocks
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7 Years Ago
Fixed SteamSharp.dll throwing exceptions on 32bit OS X
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7 Years Ago
Added a working OS X 64bit build, I'll try to fix the 32bit build next Moved the Test editor menu item to its own file
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7 Years Ago
Latest SteamNative.bundle, made everything universal 32 and 64 bit builds to debug the SIGILL issue further
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7 Years Ago
Copy script for me to test things
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7 Years Ago
Ignore OS X .DS_Store files
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7 Years Ago
Linked the "Game Setup" and "Main Camera" prefabs Changed the SteamNative.dylib to 32bit-only until we figure out the issue with the universal build Didn't undo some automatic changes to a material and scene file by Unity, now I'm forced to merge
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7 Years Ago
Added some trees
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7 Years Ago
Added some bushes
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7 Years Ago
Created prefabs from the "Main Camera" and "Game Setup" game objects since they'll be required in every scene
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7 Years Ago
Added the bare minimum of a HitInfo struct, please have a look at it and report anything you dislike as soon as possible
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7 Years Ago
Added OSX and Linux standalone builds to the Unity menu to stop discrimination right at its root
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7 Years Ago
Cleaned up some code that was ported over from the old project
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7 Years Ago
Added a few basic utility components and libraries
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7 Years Ago
Added FPS graph script
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7 Years Ago
Native libraries (latest build for Mac)
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7 Years Ago
Made the native libraries work on OSX and included libsteam_api for all platforms
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7 Years Ago
Put the librust dylib in a bundle for Unity editor compatibility on OSX libsteam_api is also required by librust iirc, probably on the other platforms as well
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7 Years Ago
Added the sounds from the old Rust project in an organized fashion This folder can be used to browse through them and add those we require to the Unity project
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7 Years Ago
Added effects required by the resource nodes
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7 Years Ago
Added resource assets
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7 Years Ago
Looks like Plastic requires you to manually add folder meta files to commits
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