5,928 Commits over 3,959 Days - 0.06cph!
Added threading to the grass system
It now assembles the vertex, triangle and UV lists fully asynchronously
Reverted the decor spawn position shift workaround I had to introduce by solving it a little more neatly
Changed grass and decor spawn loops to be initiated by terrain generator in the future
Added global.batchmode (needs testing)
Added option to execute on dedicated servers to decor system
Tweaked rock material parameters to look somewhat acceptable
Fixed decor ignoring the selected splat type and always spawning on grass instead
Let's try to keep all sound files in one folder
I think those can be deleted
Moved decor prefabs to resources folder
Changed decor spawner to load prefabs from resource folder
Fixed terrain texture normal maps (we generate from grayscale until petur finishes his textures)
Switched terrain texture compression to automatic
Fixed terrain noise import settings
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
Time of Day update to 2.0.8 prerelease 1
Handle terrain bounds correctly when spawning grass and decor
Refactor some terrain generation code
Added public size and water level accessors to TerrainMath
Terrain height has to be interpolated and normal can be nearest neighbor
Various grass and decor system tweaks
Added methods to get interpolated values from the thread safe terrain math class
Added FPS graph (fps.graph true/false)
Tweaked FPS graph to display raw rather than smoothed values
Attempt at fixing the terrain texture / normal map blurriness
Changed how scripts interact with terrain data and math
This should be somewhat future-proof now, but some things might still change
Improved grass LOD transition
Grass and foliage shader OCPD tweaks
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
Added some decor assets and prefabs
Deleted some old unused foliage textures
Added basic version of the grass shader
Added grass texture atlas
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
Removed the old grass system
It's clear now that the new one is better in every aspect
Grass and detail generation tweaks
Added prototype of a grass LOD system
Initial commit of the new detail system (unfinished / internal testing)
Initial commit of the new grass system (unfinished / internal testing)
Added some vector utility methods in 2D space
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
Made the sky dome use our own prefab the way the water does
I don't like modifying prefabs in the third party folder
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
Fixed or at the very least reduced some water reflection glitches
Log the correct terrain seed (rather than 0) in edit mode
Merge procgen branch to main branch to test the new procedural terrain generation
Tweaked the terrain generator initialization to properly benchmark in-editor
Converted some of the newly imported assets from binary to text asset storage format
Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
Added text accessor property to loading screen class
Some nicer editor logging for the terrain generator
Was forced to merge
Awake should be protected to keep us from accidentally overriding it in a child class without a warning
Added culling at 1000 meters to world layer
Created proper bush prefabs
Put rocks and bushes on world layer