10,607 Commits over 4,413 Days - 0.10cph!
Merged forest 1/2 and forest 3/4/5 (do the full set of 7 once the first 4 are complete)
Added Mathx class
Updated game manifest
Made terrain heightmap generation more configurable
Adjusted heightmap generation
Tweaked terrain layout and splat mapping
Optimized colormap calculation
Adjusted some decor spawn filter parameters
Added Deque class
Added MinQueue and MaxQueue class
Made forest edges get calculated using a dilation algorithm for fine control and better accuracy
Inverted forest edge dilation to keep tiny forests from expanding to dot-shaped forests
Tweaked forest placement
Optimized colormap calculation
Optimized splatmap calculation
Added sand-colored dirt layer between beach and grass
Improved island fadeout towards the terrain borders
Made mountains in the arctic biome slightly bigger again
Added a few turd rocks back to the arid biome (they look okay there I think?)
Removed some useless inspector variables from the decor scripts
Tweaked the minimum terrain height at the terrain borders
Stretched forest shape a bit
Made forests in the arid biome smaller
Tweaked overall forest shape and frequency
Fixed forest 6 having snow
Fixed off by one in dilation algorithm
Made Deque force buffer size to power of two in EnsureCapacity
Doubled forest edge thickness
Beautified colormap generation code
Made splatmap noise preserve hard edges
Added ImageProcessing class (contains Dilation, GaussianBlur and Average filters for now)
Merge from procgen3
Updated prefab names
Updated game manifest
Protocol++ (network + save)
Fixed standalone compile error
Made the flags inspector code a bit less shit
Fixed TestLevel crashing editor on OSX
Time of Day update to 2.3.1 prerelease 2
Made ignore.conf more generic with regards to UnityVS files
Time of Day update to 2.3.1 prerelease 3
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Made forest 6 reach a bit inside the snow biome
Added a tiny randomized scale to resources
Time of Day update to 2.3.1 prerelease 4
Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)
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Made TerrainSkin support (kinda) dynamic splat adjustments
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Made terrain modifiers get applied in Awake()
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Fixed TerrainGenerator client / server init fuckup
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst)
Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
Completely disabled PVT to fall back to the texture atlas terrain shader
Removed some legacy code from the terrain generator
Made splats set by terrain modifiers have chamfered corners
Fixed missing terrain textures
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models
Disabled shadow casting on all current view models
OmniSharp-induced code cleanup (even found one bug, yay!)
Unduck if pressing jump while ducked
Updated SSAO
Enabled 2x downsampling on SSAO
Slightly increased SSAO intensity
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
Added (but disabled) post processing step to terrain generation (e.g. per-splat or topology height offsets)
Made TerrainMath.GetSplatMaxIndex(...) favor overlays over normal textures
Added mesh position offset to grass system
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Moved all trees to the tree layer and all decor to the world layer