10,554 Commits over 4,324 Days - 0.10cph!
Added culling at 1000 meters to world layer
Awake should be protected to keep us from accidentally overriding it in a child class without a warning
Added text accessor property to loading screen class
Some nicer editor logging for the terrain generator
Was forced to merge
Run garbage collection pre and post terrain generation
Added simplex noise class
Added terrain noise class
Testing some new terrain algorithms
A few ideas for AI structure
Daily merge from main branch
Made simplex noise code somewhat less ugly
Restructured terrain noise code
Improved terrain generator (still needs internal testing)
Made spawn handler use simplex noise
Removed perlin noise class since it is no longer needed
Removed noise parameters from terrain generator since they are now randomized from seed
Made seed in SeedRandom public
Write seed from back from SeedRandom if it was 0 (which is now defined as "please generate a random seed")
Tweaked some calculations in TerrainNoise for further testing
Daily merge from main branch
Undid garbage collection run in terrain generator since main branch added this as well
Changed default water level to always be at world height 0
Made splat map calculation favor sand texture a lot more if underwater
Major terrain generator improvements (still needs internal testing)
Merge from main branch (again)
Added forest density parameter to spawn handler
Tweaked spawn handler forest noise
Daily merge from main branch
Increased mountain noise amplitude to reduce probability of flatland worlds
Daily merge from main branch
Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
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
Tweaked the terrain generator initialization to properly benchmark in-editor
Merged my previous commits to the procgen branch
Improved rock & dirt splat calculation
Daily merge from main branch
Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
Protocol increment on the procgen branch
Merge procgen branch to main branch to test the new procedural terrain generation
Log the correct terrain seed (rather than 0) in edit mode
Fixed or at the very least reduced some water reflection glitches
Put resources on world layer, improves FPS in-editor and shouldn't change anything in-game
Made the sky dome use our own prefab the way the water does
I don't like modifying prefabs in the third party folder
Randomize seed up to int.MaxValue instead of uint.MaxValue to be able to safely do things like seed*x or seed+x
I think 2 billion different maps should be enough
Added some vector utility methods in 2D space
Initial commit of the new grass system (unfinished / internal testing)
Initial commit of the new detail system (unfinished / internal testing)
Grass and detail generation tweaks
Added prototype of a grass LOD system
Removed the old grass system
It's clear now that the new one is better in every aspect