branchrust_reboot/main/procgen1cancel
104 Commits over 31 Days - 0.14cph!
Made water always render before any other transparent objects
Merge over tree billboard test texture
Updated procedural terrain test scene
Added forest type 3 resource prefabs
Moved old trees to legacy folder
Tightened north biome transition and made it fill only the northern third of the map
Added normals to grass meshes (set to terrain normal)
Added possibility to scale with population to spawn handler (was remporarily removed in networking transition)
Tweaked procedural terrain biomes
Made grass wind bending depend on grass height
Tweaked grass texture atlas
Finished up the basics of the procedural terrain biomes (needs tweaking)
Tweaked procedural terrain material
Made grass sample its color from the terrain colormap
Added new procedural terrain prototype (6 splats, biomes, colormap)
Merged Petur's updated textures
Protocol increment on the procgen branch
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
Daily merge from main branch
Improved rock & dirt splat calculation
Merged my previous commits to the procgen branch
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
Daily merge from main branch
Increased mountain noise amplitude to reduce probability of flatland worlds
Daily merge from main branch
Added forest density parameter to spawn handler
Tweaked spawn handler forest noise
Merge from main branch (again)
Major terrain generator improvements (still needs internal testing)
Changed default water level to always be at world height 0
Made splat map calculation favor sand texture a lot more if underwater
Undid garbage collection run in terrain generator since main branch added this as well
Daily merge from main branch
Tweaked some calculations in TerrainNoise for further testing
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
Made seed in SeedRandom public
Removed noise parameters from terrain generator since they are now randomized from seed
Removed perlin noise class since it is no longer needed
Improved terrain generator (still needs internal testing)
Made spawn handler use simplex noise
Restructured terrain noise code
Made simplex noise code somewhat less ugly
Daily merge from main branch
Testing some new terrain algorithms