19,298 Commits over 1,614 Days - 0.50cph!
Switched to Deferred rendering. Updated Player prefab. Texture changes.
Changed Before/StandardBlendWithTerrain to match terrain UVMIX and added tint to match grass layer
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.
Scene updates. Nuked some old textures.
Fixed b8 compilation errors in Before/Standard shader set
Added explicit Terrain field to TerrainWeatherExtension; can be attached to other objects now, as long as the reference to the terrain is set
Merging in some shelved changes
Integrated Smart Object "location of interest" with test scene.
Merging in my shelved changes.
Moving some AI folders.
Added SmartObject layer to TagManager.
Smart Object sourceode commit and removing/deprecating some old code. Not yet integrated with scene/game in this commit.
Pulled clean, this being first merges from initial loadup.
- Deleted snow rock variants.
- Added new cliff mesh
- Added VertexPainter plugin for testing
- Added test mountain piece mesh
- Scene updates
Got rid of super fat property being serialized on terrainBlendExt; tweaking is now quicker/smoother
Updating scenes to fix new ocean height
Fixed standard terrain splat stretching on some scenes
Hidden some members from terrainBlendExt
Updated Ocean Prefab with new size, now using 1 unit square plane mesh. Tinkering with WorldManager.
Hidden non-user members from terrainBlendObj
Added CanEditMultipleObjects to terrainBlendObjEditor
Fixed bug in terrainBlendExt auto-detection/assignment in terrainBlendObj
Removed some debug messages from terrainBlendObj
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
Some Weather related tweaks.
WeatherVolumes now self destruct after a random time (placeholder)
WeatherManager now spawns multiple WeatherVolume prefabs, which pick a random WeatherType (only rain for now) and spawn Distant FX. WeatherVolume transitions moved into WeatherController.
Made our custom particle shader implement fog the Unity 5 way
Added 2nd island to season_test scene for WeatherVolume testing.
Smooth terrain offset due to snow accumulation; was binary before
- Added WeatherTypeAsset, WeatherVolume script and basic transition functionality.
- Deleted a load of old prefabs.
Reverted the TerrainBlendExtention and updated mats
Setting default colors for splats
Added back missing splat tints
Patched TOD error and added base WeatherManager
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
Replaced snow masterBlend, power and hardness with maxAngle, minHeight and falloff distances for each
Added blending of specular params for snow overlay
Moved Seasons to a ScriptableObject Asset setup.
Commiting because apparently I have to now? Plastic wat.
Made snow texturing independent from terrain using triplanar projection
Moved snow code to Weathering.cginc; removed deprecated code
Fixed unshaded output
Added first version of snow overlay to terrainBlendExt; could move to a weather control
Forcing terrainBlendObj to material properties on inspector edit
SeasonManager now updates materials via TerrainBlendExtention
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
Tinkering with WorldManager and SeasonManager
Fixed customMesh not getting serialized
Fixed albedo/diffuse blending
Fixed Splat Tints and UVMIX shader params not set on the global scope; required by BlendWidthTerrain shaders
Added terrain-mesh blending of diffuse and specular colors
Now saving a reference mesh to keep sharedMesh updated with latest import; ATM requires manual disable/enable component to update
More highpass textures. Island1 updates. Removing some old utility scripts.
Added automatic mesh cloning to TerrainBlendObject; fixes issues with multiple objects sharing same mesh
Removed deprecated normal generation code inside TerrainBlendExtension; faster initialization now
Now updating blend shader constants in edit-mode when changes happen in TerrainBlendExtension
Added controllable tint per splat TerrainBlendExtension.Instance.SplatN_Tint variables (auto udpated by TerrExt)
Cleaned up parts of terrain blend shader code; now reusing more code for both terrain and mesh cases
Proposed Standard Terrain shader now also works without TerrainBlendExtension component added to terrain object
Fixed bug in HardMix splat blending causing some bad transitions; now much closer to original linear blends
Improved HardMix curves by fetching bicubic control sample instead of average control