userandrecancel

12,598 Commits over 3,867 Days - 0.14cph!

10 Years Ago
Removed some legacy code from the terrain generator
10 Years Ago
Completely disabled PVT to fall back to the texture atlas terrain shader
10 Years Ago
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst) Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
10 Years Ago
Cleaned up TerrainSkin
10 Years Ago
Fixed TerrainGenerator client / server init fuckup
10 Years Ago
Added gizmos to all terrain modifiers Made all terrain modifier radii scale with the y object scale
10 Years Ago
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
10 Years Ago
Made terrain modifiers get applied in Awake()
10 Years Ago
Added TerrainColor and TerrainColorModifier Refactored TerrainOverlayModifier and TerrainSplatModifier
10 Years Ago
Made TerrainSkin support (kinda) dynamic splat adjustments
10 Years Ago
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10 Years Ago
Added random rocks to temperate and arid open fields Added rocks to the grass-beach transition Reorganized terrain-related procedural generation scripts Added basic idea of a dynamic splat modifier script (backup commit)
10 Years Ago
Time of Day update to 2.3.1 prerelease 4
10 Years Ago
Added a tiny randomized scale to resources
10 Years Ago
Made forest 6 reach a bit inside the snow biome
10 Years Ago
Added LayoutMapRes parameter to TerrainGenerator Added Upsample2D method to ImageProcessing Cleaned up ImageProcessing
10 Years Ago
Time of Day update to 2.3.1 prerelease 3
10 Years Ago
Made ignore.conf more generic with regards to UnityVS files
10 Years Ago
Time of Day update to 2.3.1 prerelease 2
10 Years Ago
Fixed TestLevel crashing editor on OSX
10 Years Ago
Made the flags inspector code a bit less shit
10 Years Ago
Fixed standalone compile error
10 Years Ago
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10 Years Ago
Merge from procgen3 Updated prefab names Updated game manifest Protocol++ (network + save)
10 Years Ago
Merge from main
10 Years Ago
Added ImageProcessing class (contains Dilation, GaussianBlur and Average filters for now)
10 Years Ago
Made splatmap noise preserve hard edges
10 Years Ago
Beautified colormap generation code
10 Years Ago
Doubled forest edge thickness
10 Years Ago
Stretched forest shape a bit Made forests in the arid biome smaller Tweaked overall forest shape and frequency Fixed forest 6 having snow Fixed off by one in dilation algorithm Made Deque force buffer size to power of two in EnsureCapacity
10 Years Ago
Added a few turd rocks back to the arid biome (they look okay there I think?) Removed some useless inspector variables from the decor scripts Tweaked the minimum terrain height at the terrain borders
10 Years Ago
Optimized colormap calculation Optimized splatmap calculation Added sand-colored dirt layer between beach and grass Improved island fadeout towards the terrain borders Made mountains in the arctic biome slightly bigger again
10 Years Ago
Inverted forest edge dilation to keep tiny forests from expanding to dot-shaped forests Tweaked forest placement
10 Years Ago
Added Deque class Added MinQueue and MaxQueue class Made forest edges get calculated using a dilation algorithm for fine control and better accuracy
10 Years Ago
Added Mathx class Updated game manifest Made terrain heightmap generation more configurable Adjusted heightmap generation Tweaked terrain layout and splat mapping Optimized colormap calculation Adjusted some decor spawn filter parameters
10 Years Ago
Merge from main
10 Years Ago
Merged forest 1/2 and forest 3/4/5 (do the full set of 7 once the first 4 are complete)
10 Years Ago
OCD
10 Years Ago
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10 Years Ago
Post-merge cleanup
10 Years Ago
Updated game manifest Made TerrainTopology.Enum values continuous powers of two
10 Years Ago
Merge from main
10 Years Ago
Added inspector variable attribute for enum masks Changed most enums in SpawnFilter to masks (for multiselect support) Removed tons of unused parameters from SpawnFilter (most were merged into TopologyType) Optimized SpawnFilter factor calculation Added dedicated forest edge regions (so we can add different trees and dense border foliage) Added TerrainLayout (read & write terrain layout info) Added a terrain layout pre-pass to the terrain generation (bakes biomes and topology) Optimized terrain generation (mostly due to the layout prepass) Added placeholder trees to the arid biome Made forest size and frequency tweakable for every forest type
10 Years Ago
Added missing meta file
10 Years Ago
Fixed terrain size being really tiny in the default procedural map
10 Years Ago
Generated terrain texture atlas for Diogo
10 Years Ago
Refactoring in preparation of the forest generation features Petur requested
10 Years Ago
Refactored DecorSpawn and SpawnHandler to use the generic Prefab class
10 Years Ago
Refactored SpawnQuadtree into generic byte storage types
10 Years Ago
Reapplied changeset 3286 (probably accidentally undone)