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10,828 Commits over 3,867 Days - 0.12cph!

10 Years Ago
Added cutoff value to grass system
10 Years Ago
Reapplied per-pixel fog patch to water shader
10 Years Ago
Removed shadow-only material and shader Added shadowOnly toggle to SkinnedMultiMesh
10 Years Ago
Updated scripts to use Renderer.shadowCastingMode instead of Renderer.castShadows
10 Years Ago
Removed Standard Assets/Particles
10 Years Ago
Removed Third Party/FogVolume
10 Years Ago
Set the ingame date and time to the real-life value on startup
10 Years Ago
Time of Day update to 2.3.4 Water update to latest version
10 Years Ago
Fixed error in TerrainPath
10 Years Ago
Added SpanningTree (calculates minimum spanning tree) Made TerrainPath calculate and use the minimum spanning tree of the path network Changed TerrainPath to run pathfinding in the apply step instead of the add step Changed TerrainGenerator to place infrastructure after heightmap post processing
10 Years Ago
Fixed minor bug in PathFinder
10 Years Ago
Optimized PathFinder
10 Years Ago
Added PathFinder namespace (contains standalone pathfinding classes) Added TerrainPath terrain extension (handles terrain-only pathfinding, used for infrastructure) Added TerrainPathConnect terrain modifier (connects object to infrastructure)
10 Years Ago
Refactored terrain modifier system Added terrain height modifier
10 Years Ago
Fixed bug in AIObstacle Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
10 Years Ago
Tweaked water fog multiplier
10 Years Ago
Tweaked sky parameters to look better with per-pixel fog Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way) Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
10 Years Ago
Patched in per-pixel fog color proof of concept
10 Years Ago
Fixed bug that water-refracted objects would have fog applied twice
10 Years Ago
Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
10 Years Ago
Deleted empty folders in Standard Assets
10 Years Ago
Updated water to latest version Fixed water reflections being darker than intended Scaled up water plane to always reach to the far clip plane
10 Years Ago
Can we stop overriding parameters of cross-scene prefabs per-scene unless it's actually required? :X
10 Years Ago
Updated Unity Standard Assets (now SampleAssets) to b14
10 Years Ago
Tweaked sky parameters to violate physical correctness a bit less
10 Years Ago
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10 Years Ago
Made forests have way more grass Protocol++
10 Years Ago
Fixed water refracting objects that are in front of the water
10 Years Ago
Reverted insane change in Spawnable (/cc zon)
10 Years Ago
Reverted the last waves_near change
10 Years Ago
Fixed a regression that tree prototypes wouldn't get set up the second time you join a server
10 Years Ago
Disabled GI in TestLevel to have lighting be similar to what we see on Steam
10 Years Ago
Fixed TestLevel not having mip mapping enabled on the reflection cubemap
10 Years Ago
Time of Day update to 2.3.3 prerelease 3
10 Years Ago
Reduced terrain checksum spam
10 Years Ago
Updated water to latest version Enabled solid ground color in reflection cubemap and ambient light
10 Years Ago
Updated water to the latest version
10 Years Ago
Updated custom sky prefab
10 Years Ago
Time of Day update to 2.3.3 prerelease 2
10 Years Ago
Switched noise generation backend to managed until native cross-platform issues are fixed (still running native in-editor for faster loading times)
10 Years Ago
Reverted RustNative
10 Years Ago
Updated RustNative
10 Years Ago
Removed unused / broken gizmos
10 Years Ago
Globally extraced min and max noise seed values to TerrainNoise
10 Years Ago
Log detailed terrain checksums after all generation is complete (debug)
10 Years Ago
Added checksum log on terrain generation (debug)
10 Years Ago
Updated water to latest version Enabled water reflections (toggle via F2 menu)
10 Years Ago
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
10 Years Ago
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
10 Years Ago
Added TerrainCollision to procedural terrain again