108,025 Commits over 3,867 Days - 1.16cph!
checking in some meta/fbx files
Moved LOD grid to its own prefab
Spawn shared level prefabs in world setup
Made spawn handler per-scene
Fixed hardcoded tonemapper asset paths (for a bloody logo nonetheless)
Moved tonemapper to third party folder
Added some random roadside objects
Added runways and driveways to airfield
Fixed airfield terrain adjustment
Switched paths to cubic hermite splines
Changed heightmap adjustments to SmoothStep
Trees spend less time in dithered state. Rock terrain blend fixes. Road slightly less noisy looking. Scene stuff.
Added airfield to procedural maps
Tweaked river source spawning
Experiment: Only spawn the randomly scattered loot barrels on roadsides and around monuments
Updated bridge prefab to better fit the new roads and rivers
Added Parallel.ForEach
Improved river generation
horse / chicken ragdolls now have the proper skin as their living counterpart.
Updated river source prefab to better fit the new rivers
Tweaked road and river splat adjustments
Improved river end detection
Added water splash particle effect placeholder
Fixed paths that are too short sometimes being added to the path lists
Fixed river-ocean transition
Added smooth path terrain adjustment fadeout to splat and topology adjustments as well
Improved road-terrain transition
Improved crossroad blending
Fixed path and side object densities being higher than specified
Improved placement of high voltage powerlines
Fixed some minor issues with the wire shader
Tweaked the powerline cable material
Tweaked micro cliff and waterside decor spawn rules
Changed TerrainMap quad painting to a software rasterization algorithm instead of just using the bounding box
Resize the tangent array a well when resampling a path
Removed some duplicate work being done in PathInterpolator
added Anim events for the flare view model
Fixed some rocks spawning on roads
viewmodels and woldmodels for the flashlight and flare
special fx and sounds for the flare
Added PathInterpolator (various interpolation methods along a 3D path)
Refactored path code and switched everything to PathInterpolator
Made roads more wiggly
merge from building lod atlasing
Added an normal map version of the LOD atlas, to reduce popping, shrunk atlas res to 1024 woth almost zero loss. :)