12,723 Commits over 3,987 Days - 0.13cph!
Log the correct terrain seed (rather than 0) in edit mode
Merge procgen branch to main branch to test the new procedural terrain generation
Protocol increment on the procgen branch
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
Daily merge from main branch
Improved rock & dirt splat calculation
Merged my previous commits to the procgen branch
Tweaked the terrain generator initialization to properly benchmark in-editor
Converted some of the newly imported assets from binary to text asset storage format
Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
Daily merge from main branch
Increased mountain noise amplitude to reduce probability of flatland worlds
Daily merge from main branch
Added forest density parameter to spawn handler
Tweaked spawn handler forest noise
Merge from main branch (again)
Major terrain generator improvements (still needs internal testing)
Changed default water level to always be at world height 0
Made splat map calculation favor sand texture a lot more if underwater
Undid garbage collection run in terrain generator since main branch added this as well
Daily merge from main branch
Tweaked some calculations in TerrainNoise for further testing
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
Made seed in SeedRandom public
Removed noise parameters from terrain generator since they are now randomized from seed
Removed perlin noise class since it is no longer needed
Improved terrain generator (still needs internal testing)
Made spawn handler use simplex noise
Restructured terrain noise code
Made simplex noise code somewhat less ugly
Daily merge from main branch
A few ideas for AI structure
Testing some new terrain algorithms
Added terrain noise class
Added simplex noise class
Run garbage collection pre and post terrain generation
Added text accessor property to loading screen class
Some nicer editor logging for the terrain generator
Was forced to merge
Awake should be protected to keep us from accidentally overriding it in a child class without a warning
Added culling at 1000 meters to world layer
Created proper bush prefabs
Put rocks and bushes on world layer
I give up my beloved spaces
You try to get your editors to save UNIX line endings
It's a gentlemen's agreement
Disabled server saving for resources for now
Fixed several issues in the resource prefabs
Fixed FindPrefabNames on Windows
Fixed water specular highlight in test scene
Fixed water specular highlight in procedurally generated scene
Added water to the procedurally generated scene
Made the test level use a custom water prefab and material so that we could reimport the Unity Standard Assets without breaking everything