userandrecancel
branchrust_reboot/maincancel

5,937 Commits over 3,987 Days - 0.06cph!

10 Years Ago
Fixed quit not working (stupid find & replace)
10 Years Ago
Added dev.shaderlod for future performance experiments
10 Years Ago
Moved all trees to the tree layer and all decor to the world layer
10 Years Ago
Made the error handling if Steam is not running a bit more sane in-editor Made the editor pause if the standalone application quits
10 Years Ago
Added mesh position offset to grass system
10 Years Ago
Added (but disabled) post processing step to terrain generation (e.g. per-splat or topology height offsets) Made TerrainMath.GetSplatMaxIndex(...) favor overlays over normal textures
10 Years Ago
Refactored grass system
10 Years Ago
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
10 Years Ago
Updated SSAO Enabled 2x downsampling on SSAO Slightly increased SSAO intensity
10 Years Ago
Unduck if pressing jump while ducked
10 Years Ago
OmniSharp-induced code cleanup (even found one bug, yay!)
10 Years Ago
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models Disabled shadow casting on all current view models
10 Years Ago
Fixed missing terrain textures
10 Years Ago
Made splats set by terrain modifiers have chamfered corners
10 Years Ago
Removed some legacy code from the terrain generator
10 Years Ago
Completely disabled PVT to fall back to the texture atlas terrain shader
10 Years Ago
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst) Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
10 Years Ago
Cleaned up TerrainSkin
10 Years Ago
Fixed TerrainGenerator client / server init fuckup
10 Years Ago
Added gizmos to all terrain modifiers Made all terrain modifier radii scale with the y object scale
10 Years Ago
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
10 Years Ago
Made terrain modifiers get applied in Awake()
10 Years Ago
Added TerrainColor and TerrainColorModifier Refactored TerrainOverlayModifier and TerrainSplatModifier
10 Years Ago
Made TerrainSkin support (kinda) dynamic splat adjustments
10 Years Ago
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10 Years Ago
Added random rocks to temperate and arid open fields Added rocks to the grass-beach transition Reorganized terrain-related procedural generation scripts Added basic idea of a dynamic splat modifier script (backup commit)
10 Years Ago
Time of Day update to 2.3.1 prerelease 4
10 Years Ago
Added a tiny randomized scale to resources
10 Years Ago
Made forest 6 reach a bit inside the snow biome
10 Years Ago
Added LayoutMapRes parameter to TerrainGenerator Added Upsample2D method to ImageProcessing Cleaned up ImageProcessing
11 Years Ago
Time of Day update to 2.3.1 prerelease 3
11 Years Ago
Made ignore.conf more generic with regards to UnityVS files
11 Years Ago
Time of Day update to 2.3.1 prerelease 2
11 Years Ago
Fixed TestLevel crashing editor on OSX
11 Years Ago
Made the flags inspector code a bit less shit
11 Years Ago
Fixed standalone compile error
11 Years Ago
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11 Years Ago
Merge from procgen3 Updated prefab names Updated game manifest Protocol++ (network + save)
11 Years Ago
Added missing meta file
11 Years Ago
Fixed terrain size being really tiny in the default procedural map
11 Years Ago
Generated terrain texture atlas for Diogo
11 Years Ago
Refactoring in preparation of the forest generation features Petur requested
11 Years Ago
Refactored DecorSpawn and SpawnHandler to use the generic Prefab class
11 Years Ago
Refactored SpawnQuadtree into generic byte storage types
11 Years Ago
Reapplied changeset 3286 (probably accidentally undone)
11 Years Ago
Removed terrain height filter from some forest types (every forestX should only have the forestX filter active)
11 Years Ago
Fixed water
11 Years Ago
Added generic prefab class (using this for some refactoring)
11 Years Ago
Fixed NRE in PlayerWalkMovement if running in TestLevel
11 Years Ago
Patched water shader to handle foam somewhat decently at night