5,959 Commits over 4,201 Days - 0.06cph!
    
    
    
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Scaled the rocks up to use them as big rocks for the time being
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added all trees, bushes and rocks to the procedural test map
 
                
                
                
                
                
             
         
        
            
            
            
                
                Beautified terrain UVMIX shader code
Put the common code between the add and blend passes in a cginc file
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mesh blend shader cleanup
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed splat UV calculations
 
                
                
                
                
                
             
         
        
            
            
            
                
                Mesh blend shader tweaks and fixes
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin
Major texture mapping quality improvements
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                TerrainUV frac call is no longer needed, so let's save those instructions
 
                
                
                
                
                
             
         
        
            
            
            
                
                Time of Day update to 2.0.7
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added terrain tangent equation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed normal mapping
Optimized fade value calculation
Added blend offset parameter
 
                
                
                
                
                
             
         
        
            
            
            
                
                Use spawn handler spawn points in levels that allow it
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improved singleton base class
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made the spawn handler use the new singleton base class
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made the spawn handler load all its prefabs from the resources folder
 
                
                
                
                
                
             
         
        
            
            
            
                
                Prepared the spawn handler for networking
Was forced to merge
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Correctly marked Eoka pistol normal maps as normal maps
 
                
                
                
                
                
             
         
        
            
            
            
                
                Where did those come from? I don't think they should be in here
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed resource_ore_metal prefab name
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed light source culling mask warning
 
                
                
                
                
                
             
         
        
            
            
            
                
                Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added water to the procedurally generated scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed water specular highlight in procedurally generated scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed water specular highlight in test scene
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed FindPrefabNames on Windows
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled server saving for resources for now
Fixed several issues in the resource prefabs
 
                
                
                
                
                
             
         
        
            
            
            
                
                I give up my beloved spaces
You try to get your editors to save UNIX line endings
It's a gentlemen's agreement
 
                
                
                
                
                
             
         
        
            
            
            
                
                Created proper bush prefabs
Put rocks and bushes on world layer
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added culling at 1000 meters to world layer
 
                
                
                
                
                
             
         
        
            
            
            
                
                Awake should be protected to keep us from accidentally overriding it in a child class without a warning
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added text accessor property to loading screen class
Some nicer editor logging for the terrain generator
Was forced to merge
 
                
                
                
                
                
             
         
        
            
            
            
                
                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
 
                
                
                
                
                
             
         
        
            
            
            
                
                Tweaked the terrain generator initialization to properly benchmark in-editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge procgen branch to main branch to test the new procedural terrain generation
 
                
                
                
                
                
             
         
        
            
            
            
                
                Log the correct terrain seed (rather than 0) in edit mode