userandrecancel

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

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
11 Years Ago
Enhanced the seed based random number generator
11 Years Ago
Terrain grass mesh textures
11 Years Ago
Parallel.For utility class
11 Years Ago
Fixed warning regarding "global" class name conflict if referenced in code
11 Years Ago
Added ores and wood piles to the spawn handler
11 Years Ago
Forgot to commit the tree prefab with script and collider
11 Years Ago
Initial commit of the procedural stuff
11 Years Ago
First stab at an improved terrain shader
11 Years Ago
Tweaked terrain texture import settings
11 Years Ago
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
11 Years Ago
Time of Day update to 2.0.6 prerelease 1 Was forced to merge
11 Years Ago
Added a first set of the new rocks
11 Years Ago
Fixed SteamSharp.dll throwing exceptions on 32bit OS X
11 Years Ago
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
11 Years Ago
Latest SteamNative.bundle, made everything universal 32 and 64 bit builds to debug the SIGILL issue further
11 Years Ago
Copy script for me to test things
11 Years Ago
Ignore OS X .DS_Store files
11 Years Ago
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
11 Years Ago
Added some trees
11 Years Ago
Added some bushes
11 Years Ago
Created prefabs from the "Main Camera" and "Game Setup" game objects since they'll be required in every scene
11 Years Ago
Added the bare minimum of a HitInfo struct, please have a look at it and report anything you dislike as soon as possible
11 Years Ago
Added OSX and Linux standalone builds to the Unity menu to stop discrimination right at its root
11 Years Ago
Cleaned up some code that was ported over from the old project
11 Years Ago
Added a few basic utility components and libraries