17,530 Commits over 1,614 Days - 0.45cph!
Fixed customMesh not getting serialized
Tinkering with WorldManager and SeasonManager
Fixed terrain blend seam transitions; per-vertex normal just didn't cut it, brought back terrain normal map initialization
Added grabTerrainDiffuse toggle to terrainBlendObject; uses terrain diffuse across the entire surface but still blends the normals
Added reload mesh button to terrainBlendObject inspector
SeasonManager now updates materials via TerrainBlendExtention
Forcing terrainBlendObj to material properties on inspector edit
Added first version of snow overlay to terrainBlendExt; could move to a weather control
Made snow texturing independent from terrain using triplanar projection
Moved snow code to Weathering.cginc; removed deprecated code
Fixed unshaded output
Commiting because apparently I have to now? Plastic wat.
Moved Seasons to a ScriptableObject Asset setup.
Replaced snow masterBlend, power and hardness with maxAngle, minHeight and falloff distances for each
Added blending of specular params for snow overlay
Cleaned up shader warnings
Added vertex offset for terrain only, to fake snow accumulation
Changed snowSpecGloss default to all zeros/black
Added snowColor; multiplies against snowSplat for extra control
Patched TOD error and added base WeatherManager
Added back missing splat tints
Setting default colors for splats
Reverted the TerrainBlendExtention and updated mats
- Added WeatherTypeAsset, WeatherVolume script and basic transition functionality.
- Deleted a load of old prefabs.
Smooth terrain offset due to snow accumulation; was binary before
Added 2nd island to season_test scene for WeatherVolume testing.
Made our custom particle shader implement fog the Unity 5 way
WeatherManager now spawns multiple WeatherVolume prefabs, which pick a random WeatherType (only rain for now) and spawn Distant FX. WeatherVolume transitions moved into WeatherController.
WeatherVolumes now self destruct after a random time (placeholder)
Some Weather related tweaks.
Fixed snow vertex offset to use snow accumulation vector instead of vertex normal
Packed some snow material parameters
First version of multi-island terrain blend support; tries not to break batching
Moved all terrainBlend initialization heavy work to editor tools (baked); both extension and object should instant load now
When randomly placing these, e.g. rocks, make sure transform is set in Instantiate() to trigger pre-processing during initialization
Removed some debug messages from terrainBlendObj
Hidden non-user members from terrainBlendObj
Added CanEditMultipleObjects to terrainBlendObjEditor
Fixed bug in terrainBlendExt auto-detection/assignment in terrainBlendObj
Updated Ocean Prefab with new size, now using 1 unit square plane mesh. Tinkering with WorldManager.
Fixed standard terrain splat stretching on some scenes
Hidden some members from terrainBlendExt
Updating scenes to fix new ocean height
Got rid of super fat property being serialized on terrainBlendExt; tweaking is now quicker/smoother
- Deleted snow rock variants.
- Added new cliff mesh
- Added VertexPainter plugin for testing
- Added test mountain piece mesh
- Scene updates
Pulled clean, this being first merges from initial loadup.
Smart Object sourceode commit and removing/deprecating some old code. Not yet integrated with scene/game in this commit.
Moving some AI folders.
Added SmartObject layer to TagManager.
Merging in my shelved changes.
Integrated Smart Object "location of interest" with test scene.
Merging in some shelved changes
Added explicit Terrain field to TerrainWeatherExtension; can be attached to other objects now, as long as the reference to the terrain is set
Fixed b8 compilation errors in Before/Standard shader set
Scene updates. Nuked some old textures.
Can now place Location Of Interest SOs by right clicking on terrain while you have a unit selected, and that unit will automatically subscribe to the SO.
Changed Before/StandardBlendWithTerrain to match terrain UVMIX and added tint to match grass layer
Switched to Deferred rendering. Updated Player prefab. Texture changes.
Temporarily disabling snow offset
Reverted disabling snow vertex offset