5,953 Commits over 4,171 Days - 0.06cph!
Initial commit of the new detail system (unfinished / internal testing)
Grass and detail generation tweaks
Added prototype of a grass LOD system
Removed the old grass system
It's clear now that the new one is better in every aspect
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
Added grass texture atlas
Added basic version of the grass shader
Deleted some old unused foliage textures
Added some decor assets and prefabs
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
Grass and foliage shader OCPD tweaks
Improved grass LOD transition
Changed how scripts interact with terrain data and math
This should be somewhat future-proof now, but some things might still change
Attempt at fixing the terrain texture / normal map blurriness
Added FPS graph (fps.graph true/false)
Tweaked FPS graph to display raw rather than smoothed values
Added methods to get interpolated values from the thread safe terrain math class
Various grass and decor system tweaks
Terrain height has to be interpolated and normal can be nearest neighbor
Added public size and water level accessors to TerrainMath
Handle terrain bounds correctly when spawning grass and decor
Refactor some terrain generation code
Time of Day update to 2.0.8 prerelease 1
Split the decor system into two parts
Dynamic objects are spawned and despawned around the camera as the player moves
Static objects are spawned once at level start (will basically replace the decor spawn method in TerrainGenerator)
Made the decor system splat type selectable
Minor cleanup in the grass system code
Fixed terrain noise import settings
Fixed terrain texture normal maps (we generate from grayscale until petur finishes his textures)
Switched terrain texture compression to automatic
Changed decor spawner to load prefabs from resource folder
Moved decor prefabs to resources folder
I think those can be deleted
Let's try to keep all sound files in one folder
Fixed decor ignoring the selected splat type and always spawning on grass instead
Tweaked rock material parameters to look somewhat acceptable
Added global.batchmode (needs testing)
Added option to execute on dedicated servers to decor system
Changed grass and decor spawn loops to be initiated by terrain generator in the future
Reverted the decor spawn position shift workaround I had to introduce by solving it a little more neatly
Added threading to the grass system
It now assembles the vertex, triangle and UV lists fully asynchronously
No need to store static decor objects in a list
Made decor alignment to normal optional
Create textures from Color32 instead of Color struct
Added new grass and decor system to experimental (this will probably break everything)
Made grass and decor gizmo color configurable via inspector
Removed manual garbage collection pass from grass system
Let's see if we can get along without calling it manually at all
Added overloads of GameManager.CreatePrefab that take a GameObject as prefab
Made decor system use GameManager.CreatePrefab rather than GameObject.Instantiate
There seems to be a naming bug in those prefabs, Unity fixed it on library recreation
Fixed HTML UI being invisible on OS X and Linux
It might still be pretty buggy on those platforms, but at least not invisible and buggy
Fixed grass being white after its first generation
Slightly reduced maximum wind bending
Obsessed needlessly over code layout
Added flare meta files
Disabled automatic flare fbx material import
Changed OS X fullscreen mode to hide dock and menu bar
Time of Day update to 2.0.8
Time of Day update to 2.0.9