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10,558 Commits over 4,352 Days - 0.10cph!

11 Years Ago
Allow inspector serialization of Vector2i and Vector3i Added Vector2b and Vector3b
11 Years Ago
LOD grid components now support renderers of any type (not just mesh renderers) Converted various deployables to LOD grid
11 Years Ago
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
11 Years Ago
Disabled specularity on ST billboards
11 Years Ago
Moved various renderers / objects to their correct layer Converted ladder to LOD grid
11 Years Ago
Changed construction layer toggle in F2 dev section to construction skin
11 Years Ago
Fixed footstep references
11 Years Ago
Added additive HDR shader to shader variants
11 Years Ago
Uploading terrain blend inspector fix for Diogo
11 Years Ago
Use particle accumulation rather than terrain blending where possible Patched particle accumulation to take albedo alpha as accumulation opacity Added rock sand / snow particle accumulation textures (lower res, VRAM-only, compressed, packed spec / smoothness map)
11 Years Ago
Added terrain renderer toggle to dev menu
11 Years Ago
ignore.conf
11 Years Ago
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
11 Years Ago
Added ParticleSystemCull (use this Petur)
11 Years Ago
Updated shader variants
11 Years Ago
Tweaked particle accumulation texture tiling of generic rock materials
11 Years Ago
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
11 Years Ago
Optimized screen overlays (especially on OpenGL)
11 Years Ago
Error logging
11 Years Ago
More error logging
11 Years Ago
Grass tinting fixes
11 Years Ago
Time of Day update
11 Years Ago
Arid biome climate prefab fix
11 Years Ago
Minor post-update fixes
11 Years Ago
Merge from main
11 Years Ago
Made roadside poles orient themselves along the tangent of the path from the previous to the next pole
11 Years Ago
Converted TerrainPath to a handler for any type of infrastructure Made TerrainPathConnect a component that can be used to connect a position to any infrastructure type Added powerline / grid infrastructure type
11 Years Ago
Shot in the dark
11 Years Ago
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
11 Years Ago
Merge from main
11 Years Ago
Compile fix
11 Years Ago
Changed TerrainColors to accept runtime changes in TerrainConfig
11 Years Ago
Merge from main
11 Years Ago
Merge from main
11 Years Ago
Post-merge fix
11 Years Ago
Powerline wiring WIP
11 Years Ago
Even better without missing materials
11 Years Ago
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
11 Years Ago
Wire shader and material tweaks
11 Years Ago
Check distance between two power poles before connecting them
11 Years Ago
Time of Day inspector fixes
11 Years Ago
Fixed reflection probe orientation with rotated sky domes
11 Years Ago
Cleanup, minor cloud billboard fix when playing inside the editor
11 Years Ago
Renamed PlaceInfrastructure to PlaceRoads Added PlacePowerlines barebones
11 Years Ago
Major refactoring of procedural components Made ImageProcessing.Dilate2D more generic Removed the need for terrain raycasting step during load Added ProceduralObject system Added AddToHeightMap and AddToWaterMap scripts (replace raycasting) Improved cliff analysis (fixes some cases where grass would spawn midair)
11 Years Ago
Updated rock prefabs to new non-raycasting setup Retired TerrainTopology.BLENDED
11 Years Ago
Updated cave prefab to LOD grid and the new non-raycasting setup
11 Years Ago
Forced river meshes to flow downhill
11 Years Ago
Improved splat mapping of post-generation cliff detection Multithreaded post-generation cliff detection
11 Years Ago
Subtracted changeset 8383