33,404 Commits over 4,140 Days - 0.34cph!
Fixed various issues in TestLevel (missing prefab references, wobbly flowers everywhere, trees everywhere)
increased volume of doors
Fixed pvt related crashes; now more solid
Enabled PVT on OSX as well; perf seems up to par on b14
Fixed out-of-date RustNative Windows binaries
Terrain shader LOD is now also affected by terrain quality control
Fixed server script error
Merged hunting wolves from animal-survival.
Fixed pink material on the base of lighthouse type 2
Animals now consider their attack direction in 2D.
Cleaned up terrain splats; split normal+height into normal and height; also deleted _generated
Added an additional list for height maps to be processed by Terrain Atlas Generator; paving the way for extended atlas packing
Added TerrainExtension system
Made meta, math, skin, layout and tree batching terrain extensions that work with any terrain
Refactored the first part of the terrain generator to utilize terrain extensions
Raw and cooked rack of ribs models, textures, and prefabs for boar, deer, wolf, and bear
Converted more scripts to use TerrainExtension
Added some basic extensions to the test level terrain
Reapplied changes up to commit 4026
Rebuilt all scene prefabs after all that chaos and destruction
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy
Updated shaders to show Specularity instead of Specular properties
Removed TestLevel_PVT
Added TerrainCollision to procedural terrain again
Since we have to keep normal+height for now: removed normal-only maps (unused); removed height maps (atlas will just get it from the n+h)
Organizing splats into separate folders
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
Updated atlas gen to handle missing maps; added default values
Updated terrain normal atlas to include specularity
Moved some materials to the correct folder
Forgot to include the LODs for the ribs yesterday. Duh!
added a running attack for the bear.
Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
Fixed outdated RustNative
added another running attack for the bear;
added a random variable so the standing attacks will choose from 3 different attack animations
Adding raw and cooked rabbit models, textures, and prefabs
DangerInfo classes are now more generic.
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
Updated water to latest version
Enabled water reflections (toggle via F2 menu)
added a running attack for the boar
Added checksum log on terrain generation (debug)
Log detailed terrain checksums after all generation is complete (debug)
Globally extraced min and max noise seed values to TerrainNoise
Removed unused / broken gizmos
Adding exterior and interior wall pieces. wip log set, also contains door/windows and frames pieces