10,834 Commits over 3,867 Days - 0.12cph!
Added basic version of the grass shader
Added grass texture atlas
Renamed detail system to decor system
I chose the name when it was still intended to do the same thing the terrain detail system does
It doesn't handle any grass anymore at this point since that was moved to the new grass system
Removed the old grass system
It's clear now that the new one is better in every aspect
Grass and detail generation tweaks
Added prototype of a grass LOD system
Initial commit of the new detail system (unfinished / internal testing)
Initial commit of the new grass system (unfinished / internal testing)
Added some vector utility methods in 2D space
Randomize seed up to int.MaxValue instead of uint.MaxValue to be able to safely do things like seed*x or seed+x
I think 2 billion different maps should be enough
Made the sky dome use our own prefab the way the water does
I don't like modifying prefabs in the third party folder
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
Fixed or at the very least reduced some water reflection glitches
Log the correct terrain seed (rather than 0) in edit mode
Merge procgen branch to main branch to test the new procedural terrain generation
Protocol increment on the procgen branch
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
Daily merge from main branch
Improved rock & dirt splat calculation
Merged my previous commits to the procgen branch
Tweaked the terrain generator initialization to properly benchmark in-editor
Converted some of the newly imported assets from binary to text asset storage format
Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
Daily merge from main branch
Increased mountain noise amplitude to reduce probability of flatland worlds
Daily merge from main branch
Added forest density parameter to spawn handler
Tweaked spawn handler forest noise
Merge from main branch (again)
Major terrain generator improvements (still needs internal testing)
Changed default water level to always be at world height 0
Made splat map calculation favor sand texture a lot more if underwater
Undid garbage collection run in terrain generator since main branch added this as well
Daily merge from main branch
Tweaked some calculations in TerrainNoise for further testing
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
Made seed in SeedRandom public
Removed noise parameters from terrain generator since they are now randomized from seed
Removed perlin noise class since it is no longer needed
Improved terrain generator (still needs internal testing)
Made spawn handler use simplex noise
Restructured terrain noise code
Made simplex noise code somewhat less ugly
Daily merge from main branch
A few ideas for AI structure
Testing some new terrain algorithms
Added terrain noise class
Added simplex noise class
Run garbage collection pre and post terrain generation