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10,832 Commits over 3,867 Days - 0.12cph!

9 Years Ago
Only connect powerline poles if 3 or more can be connected in a row
9 Years Ago
When placing a roadside object fails try again as soon as possible (instead of waiting for the next node)
9 Years Ago
Increased road and river width Changed a bunch of stuff about how roads and rivers are generated
9 Years Ago
Made tundras grassy
9 Years Ago
Improved monument spawn filter checking
9 Years Ago
Improved sunrise / sunset time analysis Tweaked climate blending angle
9 Years Ago
Changed climate blending to use calculated sunrise and sunset hours and the sun zenith angle Fixed TOD_Sky.SunriseTime and TOD_Sky.SunsetTime being off by 12 hours
9 Years Ago
Changed terrain paint overlay to multiplicative so that it's visible on snow
9 Years Ago
Reapplied changeset 8383 but different
9 Years Ago
Subtracted changeset 8383
9 Years Ago
Improved splat mapping of post-generation cliff detection Multithreaded post-generation cliff detection
9 Years Ago
Forced river meshes to flow downhill
9 Years Ago
Updated cave prefab to LOD grid and the new non-raycasting setup
9 Years Ago
Updated rock prefabs to new non-raycasting setup Retired TerrainTopology.BLENDED
9 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)
9 Years Ago
Renamed PlaceInfrastructure to PlaceRoads Added PlacePowerlines barebones
9 Years Ago
Cleanup, minor cloud billboard fix when playing inside the editor
9 Years Ago
Fixed reflection probe orientation with rotated sky domes
9 Years Ago
Time of Day inspector fixes
9 Years Ago
Check distance between two power poles before connecting them
9 Years Ago
Wire shader and material tweaks
9 Years Ago
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
9 Years Ago
Even better without missing materials
9 Years Ago
Powerline wiring WIP
9 Years Ago
Post-merge fix
9 Years Ago
Merge from main
9 Years Ago
Merge from main
9 Years Ago
Changed TerrainColors to accept runtime changes in TerrainConfig
9 Years Ago
Compile fix
9 Years Ago
Merge from main
9 Years Ago
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
9 Years Ago
Shot in the dark
9 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
9 Years Ago
Made roadside poles orient themselves along the tangent of the path from the previous to the next pole
9 Years Ago
Merge from main
9 Years Ago
Minor post-update fixes
9 Years Ago
Arid biome climate prefab fix
9 Years Ago
Time of Day update
9 Years Ago
Grass tinting fixes
9 Years Ago
More error logging
9 Years Ago
Error logging
9 Years Ago
Optimized screen overlays (especially on OpenGL)
9 Years Ago
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
9 Years Ago
Tweaked particle accumulation texture tiling of generic rock materials
9 Years Ago
Updated shader variants
9 Years Ago
Added ParticleSystemCull (use this Petur)
9 Years Ago
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
9 Years Ago
ignore.conf
9 Years Ago
Added terrain renderer toggle to dev menu
9 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)