12,539 Commits over 4,109 Days - 0.13cph!
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
Enhanced the seed based random number generator
Terrain grass mesh textures
Parallel.For utility class
Fixed warning regarding "global" class name conflict if referenced in code
Added ores and wood piles to the spawn handler
Forgot to commit the tree prefab with script and collider
Initial commit of the procedural stuff
First stab at an improved terrain shader
Tweaked terrain texture import settings
Added shadow softener for evaluation, for deferred rendering it is simply enabled by dropping the files in - to disable it simply remove the files
The way this works is that hard shadows are being softened by shadow softener, soft shadows are being softened by both shadow softener and the Unity softening algorithm
Adjusted the quality settings accordingly to only use hard shadows (i.e. shadow softener) to see if it looks good, we could add the Unity softening for high quality settings if we wanted to
Configuring shadow softener is done by defines in the shader include file ShadowSoftenerConfig.cginc, it uses the default values for now
Cool features of shadow softener are for example soft point light shadows and less dithering due to PCF
Time of Day update to 2.0.6 prerelease 1
Was forced to merge
Added a first set of the new rocks
Fixed SteamSharp.dll throwing exceptions on 32bit OS X
Added a working OS X 64bit build, I'll try to fix the 32bit build next
Moved the Test editor menu item to its own file
Latest SteamNative.bundle, made everything universal 32 and 64 bit builds to debug the SIGILL issue further
Copy script for me to test things
Ignore OS X .DS_Store files
Linked the "Game Setup" and "Main Camera" prefabs
Changed the SteamNative.dylib to 32bit-only until we figure out the issue with the universal build
Didn't undo some automatic changes to a material and scene file by Unity, now I'm forced to merge
Created prefabs from the "Main Camera" and "Game Setup" game objects since they'll be required in every scene
Added the bare minimum of a HitInfo struct, please have a look at it and report anything you dislike as soon as possible
Added OSX and Linux standalone builds to the Unity menu to stop discrimination right at its root
Cleaned up some code that was ported over from the old project
Added a few basic utility components and libraries
Native libraries (latest build for Mac)
Made the native libraries work on OSX and included libsteam_api for all platforms
Put the librust dylib in a bundle for Unity editor compatibility on OSX
libsteam_api is also required by librust iirc, probably on the other platforms as well
Added the sounds from the old Rust project in an organized fashion
This folder can be used to browse through them and add those we require to the Unity project
Added effects required by the resource nodes
Looks like Plastic requires you to manually add folder meta files to commits
Added vertexlit particle and tree billboard shaders
Moved game and test scenes to descriptive folders
Added the old terrain textures