userandrecancel
branchrust_reboot/maincancel

5,909 Commits over 3,867 Days - 0.06cph!

10 Years Ago
Added methods to get interpolated values from the thread safe terrain math class
10 Years Ago
Added FPS graph (fps.graph true/false) Tweaked FPS graph to display raw rather than smoothed values
10 Years Ago
Attempt at fixing the terrain texture / normal map blurriness
10 Years Ago
Changed how scripts interact with terrain data and math This should be somewhat future-proof now, but some things might still change
10 Years Ago
Improved grass LOD transition
10 Years Ago
Grass and foliage shader OCPD tweaks
10 Years Ago
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
10 Years Ago
Added some decor assets and prefabs
10 Years Ago
Deleted some old unused foliage textures
10 Years Ago
Added basic version of the grass shader
10 Years Ago
Added grass texture atlas
10 Years Ago
Grass system tweaks
10 Years Ago
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
10 Years Ago
Removed the old grass system It's clear now that the new one is better in every aspect
10 Years Ago
Grass and detail generation tweaks Added prototype of a grass LOD system
10 Years Ago
Initial commit of the new detail system (unfinished / internal testing)
10 Years Ago
Initial commit of the new grass system (unfinished / internal testing)
10 Years Ago
Added some vector utility methods in 2D space
10 Years Ago
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
10 Years Ago
Made the sky dome use our own prefab the way the water does I don't like modifying prefabs in the third party folder
10 Years Ago
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
10 Years Ago
Fixed or at the very least reduced some water reflection glitches
10 Years Ago
Log the correct terrain seed (rather than 0) in edit mode
10 Years Ago
Merge procgen branch to main branch to test the new procedural terrain generation
10 Years Ago
Tweaked the terrain generator initialization to properly benchmark in-editor
10 Years Ago
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
10 Years Ago
Added text accessor property to loading screen class Some nicer editor logging for the terrain generator Was forced to merge
10 Years Ago
Awake should be protected to keep us from accidentally overriding it in a child class without a warning
10 Years Ago
Added culling at 1000 meters to world layer
10 Years Ago
Fixed wood pile prefab
10 Years Ago
Created proper bush prefabs Put rocks and bushes on world layer
10 Years Ago
I give up my beloved spaces You try to get your editors to save UNIX line endings It's a gentlemen's agreement
10 Years Ago
Disabled server saving for resources for now Fixed several issues in the resource prefabs
10 Years Ago
Fixed FindPrefabNames on Windows
10 Years Ago
Fixed water specular highlight in test scene
10 Years Ago
Fixed water specular highlight in procedurally generated scene
10 Years Ago
Added water to the procedurally generated scene
10 Years Ago
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
10 Years Ago
Fixed light source culling mask warning
10 Years Ago
Fixed resource_ore_metal prefab name
10 Years Ago
Where did those come from? I don't think they should be in here
10 Years Ago
Correctly marked Eoka pistol normal maps as normal maps
10 Years Ago
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
11 Years Ago
Prepared the spawn handler for networking Was forced to merge
11 Years Ago
Made the spawn handler load all its prefabs from the resources folder
11 Years Ago
Made the spawn handler use the new singleton base class
11 Years Ago
Improved singleton base class
11 Years Ago
Use spawn handler spawn points in levels that allow it
11 Years Ago
Fixed normal mapping Optimized fade value calculation Added blend offset parameter
11 Years Ago
Added terrain tangent equation