5,912 Commits over 3,867 Days - 0.06cph!
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
Time of Day update to 2.0.7
TerrainUV frac call is no longer needed, so let's save those instructions
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin
Major texture mapping quality improvements
Moved all benchmarking to TerrainGenerator
Added BENCHMARK ifdefs to TerrainGenerator
Multiple tweaks and fixes for TerrainBlend
Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays
Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
Mesh blend shader tweaks and fixes
Fixed splat UV calculations
Mesh blend shader cleanup
Made everything use the new terrain math class
Parallelized the normal map generation of terrain blend
Fixed that the terrain blend initialization would run twice
Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
Class for all the thread safe terrain math I had to implement
Hopefully all of this will be part of the Unity terrain system one day
Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire
Nothing you see here is finished, the basics work though
Beautified terrain UVMIX shader code
Put the common code between the add and blend passes in a cginc file
Added all trees, bushes and rocks to the procedural test map
Scaled the rocks up to use them as big rocks for the time being
All rock prefabs with colliders
Yo, there's a meta file missing for the hammer materials folder it appears
All tree prefabs with colliders
Made procedural terrain generation somewhat async and moved it into a coroutine
Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
Fixed trees spawning in lakes
Beautified distribution update code
Split procedural terrain generation into multiple files
Made splatmap generation thread safe and parallelized it
Enhanced calculation of the detail object distribution
Added possibility to add detail types for any splat value
Added forest placement based on perlin noise to spawn handler
Made terrain generation seed static
Restructured and optimized some code
Fixed some minor but annoying shader warnings
We shouldn't use this hacked billboard fix, when we use billboards I'll implement the fix the correct way (which didn't work before due to the asset bundle system)
Added first draft of grass and threading to the procedural terrain generation
Enhanced the seed based random number generator
Terrain grass mesh textures
Parallel.For utility class
Fixed warning regarding "global" class name conflict if referenced in code
Added ores and wood piles to the spawn handler
Forgot to commit the tree prefab with script and collider
Initial commit of the procedural stuff
First stab at an improved terrain shader
Tweaked terrain texture import settings
Added shadow softener for evaluation, for deferred rendering it is simply enabled by dropping the files in - to disable it simply remove the files
The way this works is that hard shadows are being softened by shadow softener, soft shadows are being softened by both shadow softener and the Unity softening algorithm
Adjusted the quality settings accordingly to only use hard shadows (i.e. shadow softener) to see if it looks good, we could add the Unity softening for high quality settings if we wanted to
Configuring shadow softener is done by defines in the shader include file ShadowSoftenerConfig.cginc, it uses the default values for now
Cool features of shadow softener are for example soft point light shadows and less dithering due to PCF
Time of Day update to 2.0.6 prerelease 1
Was forced to merge
Added a first set of the new rocks
Fixed SteamSharp.dll throwing exceptions on 32bit OS X
Added a working OS X 64bit build, I'll try to fix the 32bit build next
Moved the Test editor menu item to its own file
Latest SteamNative.bundle, made everything universal 32 and 64 bit builds to debug the SIGILL issue further
Ignore OS X .DS_Store files
Linked the "Game Setup" and "Main Camera" prefabs
Changed the SteamNative.dylib to 32bit-only until we figure out the issue with the universal build
Didn't undo some automatic changes to a material and scene file by Unity, now I'm forced to merge
Created prefabs from the "Main Camera" and "Game Setup" game objects since they'll be required in every scene
Added the bare minimum of a HitInfo struct, please have a look at it and report anything you dislike as soon as possible
Added OSX and Linux standalone builds to the Unity menu to stop discrimination right at its root