5,953 Commits over 4,171 Days - 0.06cph!
Reapplied changeset 3286 (probably accidentally undone)
Refactored SpawnQuadtree into generic byte storage types
Refactored DecorSpawn and SpawnHandler to use the generic Prefab class
Refactoring in preparation of the forest generation features Petur requested
Generated terrain texture atlas for Diogo
Fixed terrain size being really tiny in the default procedural map
Merge from procgen3
Updated prefab names
Updated game manifest
Protocol++ (network + save)
Fixed standalone compile error
Made the flags inspector code a bit less shit
Fixed TestLevel crashing editor on OSX
Time of Day update to 2.3.1 prerelease 2
Made ignore.conf more generic with regards to UnityVS files
Time of Day update to 2.3.1 prerelease 3
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Made forest 6 reach a bit inside the snow biome
Added a tiny randomized scale to resources
Time of Day update to 2.3.1 prerelease 4
Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)
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Made TerrainSkin support (kinda) dynamic splat adjustments
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Made terrain modifiers get applied in Awake()
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Fixed TerrainGenerator client / server init fuckup
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst)
Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
Completely disabled PVT to fall back to the texture atlas terrain shader
Removed some legacy code from the terrain generator
Made splats set by terrain modifiers have chamfered corners
Fixed missing terrain textures
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models
Disabled shadow casting on all current view models
OmniSharp-induced code cleanup (even found one bug, yay!)
Unduck if pressing jump while ducked
Updated SSAO
Enabled 2x downsampling on SSAO
Slightly increased SSAO intensity
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
Added (but disabled) post processing step to terrain generation (e.g. per-splat or topology height offsets)
Made TerrainMath.GetSplatMaxIndex(...) favor overlays over normal textures
Added mesh position offset to grass system
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Moved all trees to the tree layer and all decor to the world layer
Added dev.shaderlod for future performance experiments
Fixed quit not working (stupid find & replace)
Time of Day update to 2.3.1 prerelease 5
Added refresh to the decor and grass component context menus for runtime tweaking
Fixed AI being disabled in the main procedural scene
Increased animal run speed
Made prey animals avoid predator animals