userandrecancel
branchrust_reboot/maincancel

5,928 Commits over 3,959 Days - 0.06cph!

10 Years Ago
Removed deprecated inspector variable from spawn population
10 Years Ago
Keep track of spawned densities in spawn handler Prevent any densities higher than 2 * population target density
10 Years Ago
Converted hand placed Hapis Island rocks to LOD grid
10 Years Ago
Added integer versions of Vector2 and Vector3 Added WorldSpaceGrid (generic grid data structure)
10 Years Ago
Building performance WIP
10 Years Ago
Fixed various potential issues related to resource-to-population linking Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
10 Years Ago
Added LOD cull component for performant per-object distance culling (without LOD meshes)
10 Years Ago
Reduced LOD grid cell size for more accuracy
10 Years Ago
Attempt to fix missing low-quality rock shader variants
10 Years Ago
Fixed refractive fire particles doing a grab pass for every individual instance
10 Years Ago
Added LOD grid to BuildingTest scene Added LOD container script (switches between entire renderers) LOD usability tweaks
10 Years Ago
Linked Hapis Island camera to the prefab Switched to SMAA
10 Years Ago
Tweaked generic rock materials Tweaked biome rock material blending
10 Years Ago
Added profiler sample to inner LOD grid loop
10 Years Ago
Optimized procedural material setup Added edit mode support to material setup Converted procedural rocks on Hapis Island to the LOD grid Applied the reverted rock scales on the mesh import settings to the procedural Hapis Island rock prefabs instead
10 Years Ago
Added ST shaders to always-include list (fixes trees on OSX)
10 Years Ago
LOD distance tweaks
10 Years Ago
Reverted some mesh import scales (don't change stuff like that globally in non-wiping updates - adjust individual prefabs instead, cc Petur)
10 Years Ago
Force LOD grid init when accessed for the first time
10 Years Ago
Converted rocks in procedural map to use the LOD grid (less memory, better performance) Disabled per-layer culling on the camera
10 Years Ago
LOD grid default parameter value tweak
10 Years Ago
Fixed highest LOD not triggering sometimes
10 Years Ago
Optimized LOD grid performance Optimized LOD object memory usage
10 Years Ago
Added fast LOD component for static objects (using the LOD grid)
10 Years Ago
Made singleton class more robust (handle pre-init access)
10 Years Ago
Merge from unsuckhapis1 Network++
10 Years Ago
Converted cull grid to a generic LOD grid (can of course still be used to cull stuff)
10 Years Ago
Made smooth rock material parameter blending entirely generic (supports all types of shader properties on any kind of object)
10 Years Ago
Forgot river physics material (for footsteps)
10 Years Ago
Baked HapisIsland water map (ignore this in your next merge Petur)
10 Years Ago
Game manifest
10 Years Ago
Fixed some clutter issues Disabled clutter rocks for now since they appear extremely floaty with the new per-pixel terrain displacement
10 Years Ago
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
10 Years Ago
Temporary black sun fix
10 Years Ago
Disabled checksum disconnect until next month
10 Years Ago
Added missing world setup object to PlayerModel scene
10 Years Ago
Fixed main menu NRE Added "debugmode" start parameter
10 Years Ago
Converted water checks to a baked water map lookup for better performance and river support Network++
10 Years Ago
Refactored water tests
10 Years Ago
Added topology filter to cargo plane
10 Years Ago
Refactored world initialization Added support for procedural components to custom maps
10 Years Ago
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
10 Years Ago
Ghetto fixed possible initialization error in custom levels
10 Years Ago
Various spawntable fixes Network++
10 Years Ago
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
10 Years Ago
Cloud shader tweaks
10 Years Ago
Fuckup
10 Years Ago
Fixed bridges sometimes spawning underwater
10 Years Ago
Added level info to procedural map Made test prefab mountain less shitty
10 Years Ago
Removed bush type 3 from the procedural map (source no longer exists)