userandrecancel

12,539 Commits over 4,109 Days - 0.13cph!

10 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)
10 Years Ago
Renamed PlaceInfrastructure to PlaceRoads Added PlacePowerlines barebones
10 Years Ago
Cleanup, minor cloud billboard fix when playing inside the editor
10 Years Ago
Fixed reflection probe orientation with rotated sky domes
10 Years Ago
Time of Day inspector fixes
10 Years Ago
Check distance between two power poles before connecting them
10 Years Ago
Wire shader and material tweaks
10 Years Ago
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
10 Years Ago
Even better without missing materials
10 Years Ago
Powerline wiring WIP
10 Years Ago
Post-merge fix
10 Years Ago
Merge from main
10 Years Ago
Merge from main
10 Years Ago
Changed TerrainColors to accept runtime changes in TerrainConfig
10 Years Ago
Compile fix
10 Years Ago
Merge from main
10 Years Ago
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
10 Years Ago
Shot in the dark
10 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
10 Years Ago
Made roadside poles orient themselves along the tangent of the path from the previous to the next pole
10 Years Ago
Merge from main
10 Years Ago
Minor post-update fixes
10 Years Ago
Arid biome climate prefab fix
10 Years Ago
Time of Day update
10 Years Ago
Grass tinting fixes
10 Years Ago
More error logging
10 Years Ago
Error logging
10 Years Ago
Optimized screen overlays (especially on OpenGL)
10 Years Ago
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
10 Years Ago
Tweaked particle accumulation texture tiling of generic rock materials
10 Years Ago
Updated shader variants
10 Years Ago
Added ParticleSystemCull (use this Petur)
10 Years Ago
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
10 Years Ago
ignore.conf
10 Years Ago
Added terrain renderer toggle to dev menu
10 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)
10 Years Ago
Uploading terrain blend inspector fix for Diogo
10 Years Ago
Added additive HDR shader to shader variants
10 Years Ago
Fixed footstep references
10 Years Ago
Changed construction layer toggle in F2 dev section to construction skin
10 Years Ago
Moved various renderers / objects to their correct layer Converted ladder to LOD grid
10 Years Ago
Disabled specularity on ST billboards
10 Years Ago
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
10 Years Ago
LOD grid components now support renderers of any type (not just mesh renderers) Converted various deployables to LOD grid
10 Years Ago
Allow inspector serialization of Vector2i and Vector3i Added Vector2b and Vector3b
10 Years Ago
Scale fps.graph to fill the entire screen in x direction
10 Years Ago
Replaced graphics.trees with toggle in dev menu
10 Years Ago
Made graphics.shaderlod affect all shaders Fixed ST shaders breaking with shaderlod < 400 Changed ST billboard material to our version (with the LOD fix)
10 Years Ago
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
10 Years Ago
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)