5,953 Commits over 4,171 Days - 0.06cph!
Fixed bundle assignments on some cargo ship materials
▆▄▊▄▄▅▊▋▍▋▄ ▆▆█▄▆▆▅▌▇ ▆▊▌ ▆▇ ▅█▊▊▄▆▌▍ ▇▍▆▋▆▅ (█▉▅▋, ▇▍▋▊ ▄▋▍▌▆▋▇ ▄▊▆█▊)
Removed cargo ship from iceberg folder
Fixed timed explosive sticking when parented
Cargo ship parenting trigger interacts with physics projectile layer as well
Physics projectiles interact with trigger layer (for parenting trigger)
Added the old terrain textures
Moved game and test scenes to descriptive folders
Added vertexlit particle and tree billboard shaders
Looks like Plastic requires you to manually add folder meta files to commits
Added effects required by the resource nodes
Put the librust dylib in a bundle for Unity editor compatibility on OSX
libsteam_api is also required by librust iirc, probably on the other platforms as well
Made the native libraries work on OSX and included libsteam_api for all platforms
Native libraries (latest build for Mac)
Added a few basic utility components and libraries
Cleaned up some code that was ported over from the old project
Added OSX and Linux standalone builds to the Unity menu to stop discrimination right at its root
Added the bare minimum of a HitInfo struct, please have a look at it and report anything you dislike as soon as possible
Created prefabs from the "Main Camera" and "Game Setup" game objects since they'll be required in every scene
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
Ignore OS X .DS_Store files
Latest SteamNative.bundle, made everything universal 32 and 64 bit builds to debug the SIGILL issue further
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
Fixed SteamSharp.dll throwing exceptions on 32bit OS X
Added a first set of the new rocks
Time of Day update to 2.0.6 prerelease 1
Was forced to merge
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
Tweaked terrain texture import settings
First stab at an improved terrain shader
Initial commit of the procedural stuff
Forgot to commit the tree prefab with script and collider
Added ores and wood piles to the spawn handler
Fixed warning regarding "global" class name conflict if referenced in code
Parallel.For utility class
Terrain grass mesh textures
Enhanced the seed based random number generator
Added first draft of grass and threading to the procedural terrain generation
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)
Fixed some minor but annoying shader warnings
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 trees spawning in lakes
Beautified distribution update code
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
All tree prefabs with colliders
Yo, there's a meta file missing for the hammer materials folder it appears
All rock prefabs with colliders