userandrecancel
reporust_rebootcancel

10,834 Commits over 3,867 Days - 0.12cph!

11 Years Ago
Scaled rocks back to 1
11 Years Ago
Added text accessor property to loading screen class Some nicer editor logging for the terrain generator Was forced to merge
11 Years Ago
Awake should be protected to keep us from accidentally overriding it in a child class without a warning
11 Years Ago
Added culling at 1000 meters to world layer
11 Years Ago
Fixed wood pile prefab
11 Years Ago
Created proper bush prefabs Put rocks and bushes on world layer
11 Years Ago
I give up my beloved spaces You try to get your editors to save UNIX line endings It's a gentlemen's agreement
11 Years Ago
Disabled server saving for resources for now Fixed several issues in the resource prefabs
11 Years Ago
Fixed FindPrefabNames on Windows
11 Years Ago
Fixed water specular highlight in test scene
11 Years Ago
Fixed water specular highlight in procedurally generated scene
11 Years Ago
Added water to the procedurally generated scene
11 Years Ago
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything
11 Years Ago
Fixed light source culling mask warning
11 Years Ago
Fixed resource_ore_metal prefab name
11 Years Ago
Where did those come from? I don't think they should be in here
11 Years Ago
Correctly marked Eoka pistol normal maps as normal maps
11 Years Ago
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
11 Years Ago
Prepared the spawn handler for networking Was forced to merge
11 Years Ago
Made the spawn handler load all its prefabs from the resources folder
11 Years Ago
Made the spawn handler use the new singleton base class
11 Years Ago
Improved singleton base class
11 Years Ago
Use spawn handler spawn points in levels that allow it
11 Years Ago
Fixed normal mapping Optimized fade value calculation Added blend offset parameter
11 Years Ago
Added terrain tangent equation
11 Years Ago
Fixed normal calculation
11 Years Ago
Time of Day update to 2.0.7
11 Years Ago
TerrainUV frac call is no longer needed, so let's save those instructions
11 Years Ago
Minor OCPD fix
11 Years Ago
Fixed mesh blend shader terrain texture "boiling" if far away from the coordinate origin Major texture mapping quality improvements
11 Years Ago
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
11 Years Ago
Mesh blend shader tweaks and fixes
11 Years Ago
Fixed splat UV calculations
11 Years Ago
Mesh blend shader cleanup
11 Years Ago
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
11 Years Ago
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
11 Years Ago
Minor tweaks
11 Years Ago
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
11 Years Ago
Beautified terrain UVMIX shader code Put the common code between the add and blend passes in a cginc file
11 Years Ago
Added all trees, bushes and rocks to the procedural test map
11 Years Ago
Scaled the rocks up to use them as big rocks for the time being
11 Years Ago
All rock prefabs with colliders
11 Years Ago
Yo, there's a meta file missing for the hammer materials folder it appears
11 Years Ago
All tree prefabs with colliders
11 Years Ago
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
11 Years Ago
Fixed trees spawning in lakes Beautified distribution update code
11 Years Ago
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
11 Years Ago
Fixed some minor but annoying shader warnings
11 Years Ago
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)
11 Years Ago
Added first draft of grass and threading to the procedural terrain generation