5,909 Commits over 3,867 Days - 0.06cph!
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
I give up my beloved spaces
You try to get your editors to save UNIX line endings
It's a gentlemen's agreement
Disabled server saving for resources for now
Fixed several issues in the resource prefabs
Fixed FindPrefabNames on Windows
Fixed water specular highlight in test scene
Fixed water specular highlight in procedurally generated scene
Added water to the procedurally generated scene
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
Fixed light source culling mask warning
Fixed resource_ore_metal prefab name
Where did those come from? I don't think they should be in here
Correctly marked Eoka pistol normal maps as normal maps
Added script to clear the color buffer in the first frame, after that only clear the depth buffer (see ClearFirstFrame.cs for the purpose of this)
Changed camera prefab far clip plane to 4000
Reverted the procedural scene camera far clip plane to the camera prefab default
Prepared the spawn handler for networking
Was forced to merge
Made the spawn handler load all its prefabs from the resources folder
Made the spawn handler use the new singleton base class
Improved singleton base class
Use spawn handler spawn points in levels that allow it
Fixed normal mapping
Optimized fade value calculation
Added blend offset parameter
Added terrain tangent equation