10,834 Commits over 3,867 Days - 0.12cph!
Added text accessor property to loading screen class
Some nicer editor logging for the terrain generator
Was forced to merge
Awake should be protected to keep us from accidentally overriding it in a child class without a warning
Added culling at 1000 meters to world layer
Created proper bush prefabs
Put rocks and bushes on world layer
I give up my beloved spaces
You try to get your editors to save UNIX line endings
It's a gentlemen's agreement
Disabled server saving for resources for now
Fixed several issues in the resource prefabs
Fixed FindPrefabNames on Windows
Fixed water specular highlight in test scene
Fixed water specular highlight in procedurally generated scene
Added water to the procedurally generated scene
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
Fixed light source culling mask warning
Fixed resource_ore_metal prefab name
Where did those come from? I don't think they should be in here
Correctly marked Eoka pistol normal maps as normal maps
Added script to clear the color buffer in the first frame, after that only clear the depth buffer (see ClearFirstFrame.cs for the purpose of this)
Changed camera prefab far clip plane to 4000
Reverted the procedural scene camera far clip plane to the camera prefab default
Prepared the spawn handler for networking
Was forced to merge
Made the spawn handler load all its prefabs from the resources folder
Made the spawn handler use the new singleton base class
Improved singleton base class
Use spawn handler spawn points in levels that allow it
Fixed normal mapping
Optimized fade value calculation
Added blend offset parameter
Added terrain tangent equation
Time of Day update to 2.0.7
TerrainUV frac call is no longer needed, so let's save those instructions
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin
Major texture mapping quality improvements
Moved all benchmarking to TerrainGenerator
Added BENCHMARK ifdefs to TerrainGenerator
Multiple tweaks and fixes for TerrainBlend
Added TerrainBlend setup to TerrainGenerator to reuse the splatmap and heightmap arrays
Added SpawnHandler setup to TerrainGenerator to reuse the splatmap array
Mesh blend shader tweaks and fixes
Fixed splat UV calculations
Mesh blend shader cleanup
Made everything use the new terrain math class
Parallelized the normal map generation of terrain blend
Fixed that the terrain blend initialization would run twice
Reordered the terrain data instance setup of the procedural terrain generation since it's slightly faster that way
Class for all the thread safe terrain math I had to implement
Hopefully all of this will be part of the Unity terrain system one day
Initial commit of the whole terrain mesh blending thing, just in case my PC catches on fire
Nothing you see here is finished, the basics work though
Beautified terrain UVMIX shader code
Put the common code between the add and blend passes in a cginc file
Added all trees, bushes and rocks to the procedural test map
Scaled the rocks up to use them as big rocks for the time being
All rock prefabs with colliders
Yo, there's a meta file missing for the hammer materials folder it appears
All tree prefabs with colliders
Made procedural terrain generation somewhat async and moved it into a coroutine
Made procedural terrain generation benchmark logs more detailed and moved all log code into the main / management file
Fixed trees spawning in lakes
Beautified distribution update code
Split procedural terrain generation into multiple files
Made splatmap generation thread safe and parallelized it
Enhanced calculation of the detail object distribution
Added possibility to add detail types for any splat value
Added forest placement based on perlin noise to spawn handler
Made terrain generation seed static
Restructured and optimized some code
Fixed some minor but annoying shader warnings
We shouldn't use this hacked billboard fix, when we use billboards I'll implement the fix the correct way (which didn't work before due to the asset bundle system)
Added first draft of grass and threading to the procedural terrain generation