userandrecancel
branchrust_reboot/maincancel

5,949 Commits over 4,079 Days - 0.06cph!

11 Years Ago
Added grass texture atlas
11 Years Ago
Grass system tweaks
11 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
11 Years Ago
Removed the old grass system It's clear now that the new one is better in every aspect
11 Years Ago
Grass and detail generation tweaks Added prototype of a grass LOD system
11 Years Ago
Initial commit of the new detail system (unfinished / internal testing)
11 Years Ago
Initial commit of the new grass system (unfinished / internal testing)
11 Years Ago
Added some vector utility methods in 2D space
11 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
11 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
11 Years Ago
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
11 Years Ago
Fixed or at the very least reduced some water reflection glitches
11 Years Ago
Log the correct terrain seed (rather than 0) in edit mode
11 Years Ago
Merge procgen branch to main branch to test the new procedural terrain generation
11 Years Ago
Tweaked the terrain generator initialization to properly benchmark in-editor
11 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
11 Years Ago
Added text accessor property to loading screen class Some nicer editor logging for the terrain generator Was forced to merge
11 Years Ago
Awake should be protected to keep us from accidentally overriding it in a child class without a warning
11 Years Ago
Added culling at 1000 meters to world layer
11 Years Ago
Fixed wood pile prefab
11 Years Ago
Created proper bush prefabs Put rocks and bushes on world layer
11 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
11 Years Ago
Disabled server saving for resources for now Fixed several issues in the resource prefabs
11 Years Ago
Fixed FindPrefabNames on Windows
11 Years Ago
Fixed water specular highlight in test scene
11 Years Ago
Fixed water specular highlight in procedurally generated scene
11 Years Ago
Added water to the procedurally generated scene
11 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
11 Years Ago
Fixed light source culling mask warning
11 Years Ago
Fixed resource_ore_metal prefab name
11 Years Ago
Where did those come from? I don't think they should be in here
11 Years Ago
Correctly marked Eoka pistol normal maps as normal maps
11 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
11 Years Ago
Fixed normal calculation
11 Years Ago
Time of Day update to 2.0.7
11 Years Ago
TerrainUV frac call is no longer needed, so let's save those instructions
11 Years Ago
Minor OCPD fix
11 Years Ago
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin Major texture mapping quality improvements
11 Years Ago
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
11 Years Ago
Mesh blend shader tweaks and fixes
11 Years Ago
Fixed splat UV calculations
11 Years Ago
Mesh blend shader cleanup
11 Years Ago
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