userandrecancel

12,611 Commits over 3,897 Days - 0.13cph!

10 Years Ago
Restructured some rock folders Adjusted sand rock colors Added the new rocks to the procedural level
10 Years Ago
Backup commit
10 Years Ago
Fixed compilation error in Client.cs
10 Years Ago
Added normal mapping support to the tree billboard shader
10 Years Ago
Made rocks no longer use LOD1 as collision mesh clientside
10 Years Ago
Changed all TerrainMath.GetHeight overloads to be in world space coordinates Made resource spawn faster in the TerrainGenerator test scene Added min and max height to spawn filters Added water rocks
10 Years Ago
Fixed prefab preprocessing system trying to destroy itself in-editor
10 Years Ago
Added generic prefab preprocessor system Added serverside MeshToBoxCollider preprocessor to rocks
10 Years Ago
Improved rock spawn rules
10 Years Ago
▊▄▉█▆▄▄, ▅▍▉
10 Years Ago
Moved new clutter rocks to correct folder Added a warning txt to all folders that are automatically loaded and spawned Fixed a few rock parameters that got screwed up after Bill's downscale Reduced probability of the turd rocks (those might become coast-only in the future)
10 Years Ago
We have to go bigger...
10 Years Ago
Added @2x versions of the rocks
10 Years Ago
Renamed SpawnProbability to PrefabParameters
10 Years Ago
More terrain splat mapping improvements
10 Years Ago
Changed default terrain height pixel error to 2
10 Years Ago
Added lots of geography-related accessors to TerrainMath
10 Years Ago
More import settings tweaks
10 Years Ago
Adjusted tree billboard import settings
10 Years Ago
Added arid biome (early version) Improved terrain color mapping Improved terrain splat mapping
10 Years Ago
Added snow (early version)
10 Years Ago
Fixed floating rocks
10 Years Ago
Cleanup
10 Years Ago
Made spawn filter system more generic Added the new generic spawn filter to the decor and grass systems
10 Years Ago
Minor rock prefab tweaks
10 Years Ago
Added Y flipped versions of the rocks where it makes sense
10 Years Ago
Removed duplicate colliders from rock prefabs Made rock prefabs use the first LOD as collision meshes (testing if this works nicely) Made DecorPatch respect prefab rotation
10 Years Ago
Made billboard min and max light influence configurable via material parameter
10 Years Ago
Adjusted the spawn handler prefab to have about the same values as pre-refactoring
10 Years Ago
Even more refactoring Made SpawnHandler a lot more generic Added biome and forest getters to TerrainMeta Fixed a few minor inconsistencies in TerrainMath
10 Years Ago
More refactoring
10 Years Ago
Refactoring
10 Years Ago
Fixed possible NRE in AI code
10 Years Ago
Added resource layer to collision_setup masks
10 Years Ago
Tweaked bush spawns and billboard lighting
10 Years Ago
Extended TerrainMath by world space getters Refactored TerrainMath and TerrainMeta Optimized initial resource spawn performance
10 Years Ago
Added all layers to spawn handler placement check mask
10 Years Ago
Tweaked rock spawns
10 Years Ago
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
10 Years Ago
Fixed bug in DecorPatch that caused clusters to spawn outside the patch bounds Made a few things to prefabs that were per-scene objects up until now Tried more rock spawn experiments
10 Years Ago
Removed NetworkSleep from rock prefabs (they're not entities)
10 Years Ago
Dialed back bush count a little (I think I went a little overboard there)
10 Years Ago
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
10 Years Ago
Added an insane amount of rocks Added placement check layer mask to the resource spawner
10 Years Ago
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
10 Years Ago
Fixed copy & paste fail
10 Years Ago
Added TransformUtil overloads that take a LayerMask
10 Years Ago
Removed world layer from water reflection, it'll kill us with the new amount of rocks
10 Years Ago
Reorganized some texture locations
10 Years Ago
Moved all of the new world prefabs to the world layer