diff --git a/.gitattributes b/.gitattributes index 9d4b872b4..d530ed421 100644 --- a/.gitattributes +++ b/.gitattributes @@ -51,6 +51,7 @@ *.dylib filter=lfs diff=lfs merge=lfs -text *.bundle filter=lfs diff=lfs merge=lfs -text *.engine filter=lfs diff=lfs merge=lfs -text +*.sbsar filter=lfs diff=lfs merge=lfs -text *.msgpack filter=lfs diff=lfs merge=lfs -text GameData/*.cc filter=lfs diff=lfs merge=lfs -text GameData/Mods/**/*.cc filter=lfs diff=lfs merge=lfs -text diff --git a/.gitignore b/.gitignore index ac9c49142..2461b9473 100644 --- a/.gitignore +++ b/.gitignore @@ -95,6 +95,7 @@ Packages/packages-lock.json GameData/run.cc GameData/player.cc GameData/RemovedMods/ +Vault/Aetheria/.obsidian/plugins/copilot/data.json # Agent scratch, sandboxed toolchain caches, and throwaway checkouts. These had # grown to 47 untracked entries; the worktree must stay legible, so they never diff --git a/.lfsconfig b/.lfsconfig deleted file mode 100644 index d9ce439fc..000000000 --- a/.lfsconfig +++ /dev/null @@ -1,2 +0,0 @@ -[lfs] - url = https://eureka.gamecult.org/forge/GameCult/Aetheria.git/info/lfs diff --git a/Assets/Content/Prefabs/Turrets/Turret.prefab b/Assets/Content/Prefabs/Turrets/Turret.prefab index 2df968941..748ca8a29 100644 --- a/Assets/Content/Prefabs/Turrets/Turret.prefab +++ b/Assets/Content/Prefabs/Turrets/Turret.prefab @@ -998,8 +998,8 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: 38f8ba6b169127249b6532be2b3926ee, type: 2} - - {fileID: 2100000, guid: 5e43f48908cce2949a41677ec48affe5, type: 2} + - {fileID: 3720744386649352057, guid: 504c7bfe0d50ff64a88b8eac2ceb46f8, type: 3} + - {fileID: 3720744386649352057, guid: b2bec4b400153d745b2915f1c43e5c96, type: 3} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/Assets/Editor/AetheriaBuild.cs b/Assets/Editor/AetheriaBuild.cs index 3cf434ee4..7d3c891d2 100644 --- a/Assets/Editor/AetheriaBuild.cs +++ b/Assets/Editor/AetheriaBuild.cs @@ -8,12 +8,12 @@ using UnityEditor.AddressableAssets.Settings; using UnityEditor.Build.Reporting; using Debug = UnityEngine.Debug; -// The one way to make a player directory, for Windows or Linux. Owns what the directory contains: the player and its data, +// The one way to make a Win64 player directory. Owns what the directory contains: Aetheria.exe and its data, // GameData/Aetheria.cc, GameData/Narrative/**, GameData/Mods/** and ModTools/AetherDb. Manual builds, smokes and // release cuts all call this and stage nothing themselves. // // Unity -batchmode -quit -projectPath -executeMethod AetheriaBuild.Build -// -aetheriaVersion -aetheriaOut [-aetheriaTarget win64|linux64] -logFile +// -aetheriaVersion -aetheriaOut -logFile // // AetherDb is published from tools/AetherDb, so the headless build's CULTLIB_ROOT / CULTMATH_ROOT (Directory.Build.props) // must be set for dotnet when the defaults do not hold the pinned revisions. @@ -22,14 +22,6 @@ public static class AetheriaBuild { private static readonly Regex SemVer = new Regex(@"^\d+\.\d+\.\d+([-+][0-9A-Za-z.-]+)?$"); - // A target: the player Unity builds, its executable, and the runtime AetherDb is published for. - private static (BuildTarget target, string player, string runtime, string aetherDb) Target(string name) => name switch - { - "win64" => (BuildTarget.StandaloneWindows64, "Aetheria.exe", "win-x64", "AetherDb.exe"), - "linux64" => (BuildTarget.StandaloneLinux64, "Aetheria.x86_64", "linux-x64", "AetherDb"), - _ => throw new InvalidOperationException($"-aetheriaTarget {name}: expected win64 or linux64"), - }; - public static void Build() { var step = "arguments"; @@ -38,7 +30,6 @@ public static class AetheriaBuild var version = Argument("-aetheriaVersion"); if (!SemVer.IsMatch(version)) throw new InvalidOperationException("-aetheriaVersion is not a semver"); var output = Path.GetFullPath(Argument("-aetheriaOut")); - var target = Target(Argument("-aetheriaTarget", "win64")); var repoRoot = Directory.GetParent(UnityEngine.Application.dataPath).FullName; step = "version"; @@ -55,8 +46,8 @@ public static class AetheriaBuild var report = BuildPipeline.BuildPlayer(new BuildPlayerOptions { scenes = scenes, - locationPathName = Path.Combine(output, target.player), - target = target.target, + locationPathName = Path.Combine(output, "Aetheria.exe"), + target = BuildTarget.StandaloneWindows64, options = BuildOptions.None, }); if (report.summary.result != BuildResult.Succeeded || report.summary.totalErrors != 0) @@ -66,7 +57,7 @@ public static class AetheriaBuild PlayerStaging.Stage(repoRoot, output); step = "aetherdb"; - Publish(repoRoot, Path.Combine(output, "ModTools"), target.runtime, target.aetherDb); + Publish(repoRoot, Path.Combine(output, "ModTools")); step = "burst"; var burst = Path.Combine(output, "Aetheria_BurstDebugInformation_DoNotShip"); @@ -83,11 +74,11 @@ public static class AetheriaBuild EditorApplication.Exit(0); } - private static void Publish(string repoRoot, string modTools, string runtime, string aetherDb) + private static void Publish(string repoRoot, string modTools) { var info = new ProcessStartInfo("dotnet") { - Arguments = $"publish tools/AetherDb -c Release -r {runtime} --self-contained -p:PublishSingleFile=true -o \"{modTools}\"", + Arguments = $"publish tools/AetherDb -c Release -r win-x64 --self-contained -p:PublishSingleFile=true -o \"{modTools}\"", WorkingDirectory = repoRoot, UseShellExecute = false, RedirectStandardOutput = true, @@ -101,16 +92,15 @@ public static class AetheriaBuild if (process.ExitCode != 0) throw new InvalidOperationException($"dotnet publish exited {process.ExitCode}:\n{text}\n{errors.Result}"); } - if (!File.Exists(Path.Combine(modTools, aetherDb))) - throw new InvalidOperationException($"dotnet publish produced no ModTools/{aetherDb}"); + if (!File.Exists(Path.Combine(modTools, "AetherDb.exe"))) + throw new InvalidOperationException("dotnet publish produced no ModTools/AetherDb.exe"); } - private static string Argument(string name, string fallback = null) + private static string Argument(string name) { var args = Environment.GetCommandLineArgs(); var at = Array.IndexOf(args, name); - if (at < 0 || at + 1 >= args.Length) - return fallback ?? throw new InvalidOperationException(name + " is required"); + if (at < 0 || at + 1 >= args.Length) throw new InvalidOperationException(name + " is required"); return args[at + 1]; } } diff --git a/Assets/Fonts/Ubuntu/Montserrat-OFL-1.1.txt b/Assets/Fonts/Ubuntu/Montserrat-OFL-1.1.txt deleted file mode 100644 index d2fcdf3eb..000000000 --- a/Assets/Fonts/Ubuntu/Montserrat-OFL-1.1.txt +++ /dev/null @@ -1,93 +0,0 @@ -Copyright(c) 2014 by Julieta Ulanovsky - -This Font Software is licensed under the SIL Open Font License, Version 1.1. -This license is copied below, and is also available with a FAQ at: -https://openfontlicense.org - - ------------------------------------------------------------ -SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 ------------------------------------------------------------ - -PREAMBLE -The goals of the Open Font License (OFL) are to stimulate worldwide -development of collaborative font projects, to support the font creation -efforts of academic and linguistic communities, and to provide a free and -open framework in which fonts may be shared and improved in partnership -with others. - -The OFL allows the licensed fonts to be used, studied, modified and -redistributed freely as long as they are not sold by themselves. The -fonts, including any derivative works, can be bundled, embedded, -redistributed and/or sold with any software provided that any reserved -names are not used by derivative works. The fonts and derivatives, -however, cannot be released under any other type of license. The -requirement for fonts to remain under this license does not apply -to any document created using the fonts or their derivatives. - -DEFINITIONS -"Font Software" refers to the set of files released by the Copyright -Holder(s) under this license and clearly marked as such. This may -include source files, build scripts and documentation. - -"Reserved Font Name" refers to any names specified as such after the -copyright statement(s). - -"Original Version" refers to the collection of Font Software components as -distributed by the Copyright Holder(s). - -"Modified Version" refers to any derivative made by adding to, deleting, -or substituting -- in part or in whole -- any of the components of the -Original Version, by changing formats or by porting the Font Software to a -new environment. - -"Author" refers to any designer, engineer, programmer, technical -writer or other person who contributed to the Font Software. - -PERMISSION & CONDITIONS -Permission is hereby granted, free of charge, to any person obtaining -a copy of the Font Software, to use, study, copy, merge, embed, modify, -redistribute, and sell modified and unmodified copies of the Font -Software, subject to the following conditions: - -1) Neither the Font Software nor any of its individual components, -in Original or Modified Versions, may be sold by itself. - -2) Original or Modified Versions of the Font Software may be bundled, -redistributed and/or sold with any software, provided that each copy -contains the above copyright notice and this license. These can be -included either as stand-alone text files, human-readable headers or -in the appropriate machine-readable metadata fields within text or -binary files as long as those fields can be easily viewed by the user. - -3) No Modified Version of the Font Software may use the Reserved Font -Name(s) unless explicit written permission is granted by the corresponding -Copyright Holder. This restriction only applies to the primary font name as -presented to the users. - -4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font -Software shall not be used to promote, endorse or advertise any -Modified Version, except to acknowledge the contribution(s) of the -Copyright Holder(s) and the Author(s) or with their explicit written -permission. - -5) The Font Software, modified or unmodified, in part or in whole, -must be distributed entirely under this license, and must not be -distributed under any other license. The requirement for fonts to -remain under this license does not apply to any document created -using the Font Software. - -TERMINATION -This license becomes null and void if any of the above conditions are -not met. - -DISCLAIMER -THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF -MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT -OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE -COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL -DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING -FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM -OTHER DEALINGS IN THE FONT SOFTWARE. \ No newline at end of file diff --git a/Assets/Fonts/Ubuntu/UFL-1.0.txt b/Assets/Fonts/Ubuntu/UFL-1.0.txt deleted file mode 100644 index ae78a8f94..000000000 --- a/Assets/Fonts/Ubuntu/UFL-1.0.txt +++ /dev/null @@ -1,96 +0,0 @@ -------------------------------- -UBUNTU FONT LICENCE Version 1.0 -------------------------------- - -PREAMBLE -This licence allows the licensed fonts to be used, studied, modified and -redistributed freely. The fonts, including any derivative works, can be -bundled, embedded, and redistributed provided the terms of this licence -are met. The fonts and derivatives, however, cannot be released under -any other licence. The requirement for fonts to remain under this -licence does not require any document created using the fonts or their -derivatives to be published under this licence, as long as the primary -purpose of the document is not to be a vehicle for the distribution of -the fonts. - -DEFINITIONS -"Font Software" refers to the set of files released by the Copyright -Holder(s) under this licence and clearly marked as such. This may -include source files, build scripts and documentation. - -"Original Version" refers to the collection of Font Software components -as received under this licence. - -"Modified Version" refers to any derivative made by adding to, deleting, -or substituting -- in part or in whole -- any of the components of the -Original Version, by changing formats or by porting the Font Software to -a new environment. - -"Copyright Holder(s)" refers to all individuals and companies who have a -copyright ownership of the Font Software. - -"Substantially Changed" refers to Modified Versions which can be easily -identified as dissimilar to the Font Software by users of the Font -Software comparing the Original Version with the Modified Version. - -To "Propagate" a work means to do anything with it that, without -permission, would make you directly or secondarily liable for -infringement under applicable copyright law, except executing it on a -computer or modifying a private copy. Propagation includes copying, -distribution (with or without modification and with or without charging -a redistribution fee), making available to the public, and in some -countries other activities as well. - -PERMISSION & CONDITIONS -This licence does not grant any rights under trademark law and all such -rights are reserved. - -Permission is hereby granted, free of charge, to any person obtaining a -copy of the Font Software, to propagate the Font Software, subject to -the below conditions: - -1) Each copy of the Font Software must contain the above copyright -notice and this licence. These can be included either as stand-alone -text files, human-readable headers or in the appropriate machine- -readable metadata fields within text or binary files as long as those -fields can be easily viewed by the user. - -2) The font name complies with the following: -(a) The Original Version must retain its name, unmodified. -(b) Modified Versions which are Substantially Changed must be renamed to -avoid use of the name of the Original Version or similar names entirely. -(c) Modified Versions which are not Substantially Changed must be -renamed to both (i) retain the name of the Original Version and (ii) add -additional naming elements to distinguish the Modified Version from the -Original Version. The name of such Modified Versions must be the name of -the Original Version, with "derivative X" where X represents the name of -the new work, appended to that name. - -3) The name(s) of the Copyright Holder(s) and any contributor to the -Font Software shall not be used to promote, endorse or advertise any -Modified Version, except (i) as required by this licence, (ii) to -acknowledge the contribution(s) of the Copyright Holder(s) or (iii) with -their explicit written permission. - -4) The Font Software, modified or unmodified, in part or in whole, must -be distributed entirely under this licence, and must not be distributed -under any other licence. The requirement for fonts to remain under this -licence does not affect any document created using the Font Software, -except any version of the Font Software extracted from a document -created using the Font Software may only be distributed under this -licence. - -TERMINATION -This licence becomes null and void if any of the above conditions are -not met. - -DISCLAIMER -THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF -MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF -COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE -COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, -INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL -DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING -FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER -DEALINGS IN THE FONT SOFTWARE. diff --git a/Assets/Materials/Aluminium brushed.mat b/Assets/Materials/Aluminium brushed.mat index a624f95e1..b8ade999f 100644 --- a/Assets/Materials/Aluminium brushed.mat +++ b/Assets/Materials/Aluminium brushed.mat @@ -20,7 +20,8 @@ Material: serializedVersion: 3 m_TexEnvs: - _BumpMap: - m_Texture: {fileID: 2800000, guid: c3ef09438e3e46d18a4c267810aeb285, type: 3} + m_Texture: {fileID: 4730978449518085612, guid: 06d6a565d43fba5409712ce9a10bfbef, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _DetailAlbedoMap: @@ -44,19 +45,23 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _MainTex: - m_Texture: {fileID: 2800000, guid: f70b6df0395b4752b4ec80cb7bfd8f42, type: 3} + m_Texture: {fileID: 7556082237344091230, guid: 06d6a565d43fba5409712ce9a10bfbef, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _MetallicGlossMap: - m_Texture: {fileID: 2800000, guid: 40f5e915d2734d43bc01f984772e9d29, type: 3} + m_Texture: {fileID: 6373266012617290493, guid: 06d6a565d43fba5409712ce9a10bfbef, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _OcclusionMap: - m_Texture: {fileID: 0} + m_Texture: {fileID: 342959783478273704, guid: 06d6a565d43fba5409712ce9a10bfbef, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _ParallaxMap: - m_Texture: {fileID: 0} + m_Texture: {fileID: -9132138291289375396, guid: 06d6a565d43fba5409712ce9a10bfbef, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: @@ -80,7 +85,7 @@ Material: - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _Color: {r: 0.951, g: 0.951, b: 0.951, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} - _EdgeColor: {r: 3.0117648, g: 3.0117648, b: 11.984314, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Materials/Car Paint Magenta.mat b/Assets/Materials/Car Paint Magenta.mat index bff25331a..dbe95bd62 100644 --- a/Assets/Materials/Car Paint Magenta.mat +++ b/Assets/Materials/Car Paint Magenta.mat @@ -26,7 +26,8 @@ Material: serializedVersion: 3 m_TexEnvs: - _BumpMap: - m_Texture: {fileID: 2800000, guid: 4ce3c2cc69304068b4a2ddc833b748b9, type: 3} + m_Texture: {fileID: 3068890721646206586, guid: a1d39ea984432bf44b4a0686afe2bf1a, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _FadeTex: @@ -34,15 +35,18 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _MainTex: - m_Texture: {fileID: 2800000, guid: 73568a0c02bd4184bcb398c9e3dd7ab6, type: 3} + m_Texture: {fileID: 5917659159057834157, guid: a1d39ea984432bf44b4a0686afe2bf1a, + type: 3} m_Scale: {x: 2, y: 2} m_Offset: {x: 0, y: 0} - _MetallicGlossMap: - m_Texture: {fileID: 2800000, guid: d9cd336372c244e398532512e3f8f3be, type: 3} + m_Texture: {fileID: -3552914696322007609, guid: a1d39ea984432bf44b4a0686afe2bf1a, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _OcclusionMap: - m_Texture: {fileID: 2800000, guid: 73e117729c3447e5aa0eb1a30fad7c75, type: 3} + m_Texture: {fileID: -1242281561028671816, guid: a1d39ea984432bf44b4a0686afe2bf1a, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Ints: [] @@ -55,6 +59,6 @@ Material: - _Metallic: 1 - _OcclusionStrength: 1 m_Colors: - - _Color: {r: 0.5, g: 0, b: 0.228113, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} - _EdgeColor: {r: 3.0117648, g: 3.0117648, b: 11.984314, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Materials/Car Paint Red.mat b/Assets/Materials/Car Paint Red.mat index 063e9367c..8a7ffa46f 100644 --- a/Assets/Materials/Car Paint Red.mat +++ b/Assets/Materials/Car Paint Red.mat @@ -20,7 +20,8 @@ Material: serializedVersion: 3 m_TexEnvs: - _BumpMap: - m_Texture: {fileID: 2800000, guid: 4ce3c2cc69304068b4a2ddc833b748b9, type: 3} + m_Texture: {fileID: 3068890721646206586, guid: 504c7bfe0d50ff64a88b8eac2ceb46f8, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _DetailAlbedoMap: @@ -44,19 +45,23 @@ Material: m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _MainTex: - m_Texture: {fileID: 2800000, guid: 73568a0c02bd4184bcb398c9e3dd7ab6, type: 3} + m_Texture: {fileID: 5917659159057834157, guid: 504c7bfe0d50ff64a88b8eac2ceb46f8, + type: 3} m_Scale: {x: 2, y: 2} m_Offset: {x: 0, y: 0} - _MetallicGlossMap: - m_Texture: {fileID: 2800000, guid: d9cd336372c244e398532512e3f8f3be, type: 3} + m_Texture: {fileID: -3552914696322007609, guid: 504c7bfe0d50ff64a88b8eac2ceb46f8, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _OcclusionMap: - m_Texture: {fileID: 2800000, guid: 73e117729c3447e5aa0eb1a30fad7c75, type: 3} + m_Texture: {fileID: -1242281561028671816, guid: 504c7bfe0d50ff64a88b8eac2ceb46f8, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _ParallaxMap: - m_Texture: {fileID: 0} + m_Texture: {fileID: -1652887728991447519, guid: 504c7bfe0d50ff64a88b8eac2ceb46f8, + type: 3} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} m_Floats: @@ -80,7 +85,7 @@ Material: - _UVSec: 0 - _ZWrite: 1 m_Colors: - - _Color: {r: 1, g: 0.15685, b: 0, a: 1} + - _Color: {r: 1, g: 1, b: 1, a: 1} - _EdgeColor: {r: 6.0235295, g: 6.0235295, b: 24.094118, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} m_BuildTextureStacks: [] diff --git a/Assets/Materials/Car Paint White Small.mat b/Assets/Materials/Car Paint White Small.mat index cca6010f3..aab8a3663 100644 --- a/Assets/Materials/Car Paint White Small.mat +++ b/Assets/Materials/Car Paint White Small.mat @@ -29,7 +29,8 @@ Material: serializedVersion: 3 m_TexEnvs: - 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second: {fileID: 2100000, guid: b9f65861b71050b4a84fe0007bedbba9, type: 2} + second: {fileID: 3720744386649352057, guid: 1c858fec5b74c7c46b1712494192b6b5, + type: 3} - first: type: UnityEngine:Material assembly: UnityEngine.CoreModule @@ -18,7 +19,8 @@ ModelImporter: type: UnityEngine:Material assembly: UnityEngine.CoreModule name: White - second: {fileID: 2100000, guid: 39af4e3978df92f40a55e2a114aa242a, type: 2} + second: {fileID: -741235592913766832, guid: 885e680924fc12c439a842a2142d4b78, + type: 3} materials: materialImportMode: 1 materialName: 0 diff --git a/Assets/Plugins/GPU Noise/ClassicNoise2D.cginc b/Assets/Plugins/GPU Noise/ClassicNoise2D.cginc new file mode 100644 index 000000000..ef6b2e96c --- /dev/null +++ b/Assets/Plugins/GPU Noise/ClassicNoise2D.cginc @@ -0,0 +1,129 @@ +// +// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader +// +// Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson +// Translation and modification was made by Keijiro Takahashi. +// +// This shader is based on the webgl-noise GLSL shader. For further details +// of the original shader, please see the following description from the +// original source code. +// + +// +// GLSL textureless classic 2D noise "cnoise", +// with an RSL-style periodic variant "pnoise". +// Author: Stefan Gustavson (stefan.gustavson@liu.se) +// Version: 2011-08-22 +// +// Many thanks to Ian McEwan of Ashima Arts for the +// ideas for permutation and gradient selection. +// +// Copyright (c) 2011 Stefan Gustavson. All rights reserved. +// Distributed under the MIT license. See LICENSE file. +// https://github.com/ashima/webgl-noise +// + +float4 mod(float4 x, float4 y) +{ + return x - y * floor(x / y); +} + +float4 mod289(float4 x) +{ + return x - floor(x / 289.0) * 289.0; +} + +float4 permute(float4 x) +{ + return mod289(((x*34.0)+1.0)*x); +} + +float4 taylorInvSqrt(float4 r) +{ + return (float4)1.79284291400159 - r * 0.85373472095314; +} + +float2 fade(float2 t) { + return t*t*t*(t*(t*6.0-15.0)+10.0); +} + +// Classic Perlin noise +float cnoise(float2 P) +{ + float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); + float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); + Pi = mod289(Pi); // To avoid truncation effects in permutation + float4 ix = Pi.xzxz; + float4 iy = Pi.yyww; + float4 fx = Pf.xzxz; + float4 fy = Pf.yyww; + + float4 i = permute(permute(ix) + iy); + + float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; + float4 gy = abs(gx) - 0.5 ; + float4 tx = floor(gx + 0.5); + gx = gx - tx; + + float2 g00 = float2(gx.x,gy.x); + float2 g10 = float2(gx.y,gy.y); + float2 g01 = float2(gx.z,gy.z); + float2 g11 = float2(gx.w,gy.w); + + float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); + g00 *= norm.x; + g01 *= norm.y; + g10 *= norm.z; + g11 *= norm.w; + + float n00 = dot(g00, float2(fx.x, fy.x)); + float n10 = dot(g10, float2(fx.y, fy.y)); + float n01 = dot(g01, float2(fx.z, fy.z)); + float n11 = dot(g11, float2(fx.w, fy.w)); + + float2 fade_xy = fade(Pf.xy); + float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); + float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); + return 2.3 * n_xy; +} + +// Classic Perlin noise, periodic variant +float pnoise(float2 P, float2 rep) +{ + float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); + float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); + Pi = mod(Pi, rep.xyxy); // To create noise with explicit period + Pi = mod289(Pi); // To avoid truncation effects in permutation + float4 ix = Pi.xzxz; + float4 iy = Pi.yyww; + float4 fx = Pf.xzxz; + float4 fy = Pf.yyww; + + float4 i = permute(permute(ix) + iy); + + float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; + float4 gy = abs(gx) - 0.5 ; + float4 tx = floor(gx + 0.5); + gx = gx - tx; + + float2 g00 = float2(gx.x,gy.x); + float2 g10 = float2(gx.y,gy.y); + float2 g01 = float2(gx.z,gy.z); + float2 g11 = float2(gx.w,gy.w); + + float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); + g00 *= norm.x; + g01 *= norm.y; + g10 *= norm.z; + g11 *= norm.w; + + float n00 = dot(g00, float2(fx.x, fy.x)); + float n10 = dot(g10, float2(fx.y, fy.y)); + float n01 = dot(g01, float2(fx.z, fy.z)); + float n11 = dot(g11, float2(fx.w, fy.w)); + + float2 fade_xy = fade(Pf.xy); + float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); + float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); + return 2.3 * n_xy; +} diff --git a/Assets/Plugins/GPU Noise/ClassicNoise2D.cginc.meta b/Assets/Plugins/GPU Noise/ClassicNoise2D.cginc.meta new file mode 100644 index 000000000..ff437e70a --- /dev/null +++ b/Assets/Plugins/GPU Noise/ClassicNoise2D.cginc.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: e1b0b5fd6a4e44923b40d856017562e1 +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Plugins/GPU Noise/ClassicNoise3D.cginc b/Assets/Plugins/GPU Noise/ClassicNoise3D.cginc new file mode 100644 index 000000000..738f6d12a --- /dev/null +++ b/Assets/Plugins/GPU Noise/ClassicNoise3D.cginc @@ -0,0 +1,194 @@ +// +// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader +// +// Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson +// Translation and modification was made by Keijiro Takahashi. +// +// This shader is based on the webgl-noise GLSL shader. For further details +// of the original shader, please see the following description from the +// original source code. +// + +// +// GLSL textureless classic 3D noise "cnoise", +// with an RSL-style periodic variant "pnoise". +// Author: Stefan Gustavson (stefan.gustavson@liu.se) +// Version: 2011-10-11 +// +// Many thanks to Ian McEwan of Ashima Arts for the +// ideas for permutation and gradient selection. +// +// Copyright (c) 2011 Stefan Gustavson. All rights reserved. +// Distributed under the MIT license. See LICENSE file. +// https://github.com/ashima/webgl-noise +// + +float3 mod(float3 x, float3 y) +{ + return x - y * floor(x / y); +} + +float3 mod289(float3 x) +{ + return x - floor(x / 289.0) * 289.0; +} + +float4 mod289(float4 x) +{ + return x - floor(x / 289.0) * 289.0; +} + +float4 permute(float4 x) +{ + return mod289(((x*34.0)+1.0)*x); +} + +float4 taylorInvSqrt(float4 r) +{ + return (float4)1.79284291400159 - r * 0.85373472095314; +} + +float3 fade(float3 t) { + return t*t*t*(t*(t*6.0-15.0)+10.0); +} + +// Classic Perlin noise +float cnoise(float3 P) +{ + float3 Pi0 = floor(P); // Integer part for indexing + float3 Pi1 = Pi0 + (float3)1.0; // Integer part + 1 + Pi0 = mod289(Pi0); + Pi1 = mod289(Pi1); + float3 Pf0 = frac(P); // Fractional part for interpolation + float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0 + float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); + float4 iz0 = (float4)Pi0.z; + float4 iz1 = (float4)Pi1.z; + + float4 ixy = permute(permute(ix) + iy); + float4 ixy0 = permute(ixy + iz0); + float4 ixy1 = permute(ixy + iz1); + + float4 gx0 = ixy0 / 7.0; + float4 gy0 = frac(floor(gx0) / 7.0) - 0.5; + gx0 = frac(gx0); + float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0); + float4 sz0 = step(gz0, (float4)0.0); + gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5); + gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5); + + float4 gx1 = ixy1 / 7.0; + float4 gy1 = frac(floor(gx1) / 7.0) - 0.5; + gx1 = frac(gx1); + float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1); + float4 sz1 = step(gz1, (float4)0.0); + gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5); + gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5); + + float3 g000 = float3(gx0.x,gy0.x,gz0.x); + float3 g100 = float3(gx0.y,gy0.y,gz0.y); + float3 g010 = float3(gx0.z,gy0.z,gz0.z); + float3 g110 = float3(gx0.w,gy0.w,gz0.w); + float3 g001 = float3(gx1.x,gy1.x,gz1.x); + float3 g101 = float3(gx1.y,gy1.y,gz1.y); + float3 g011 = float3(gx1.z,gy1.z,gz1.z); + float3 g111 = float3(gx1.w,gy1.w,gz1.w); + + float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + + float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + float n000 = dot(g000, Pf0); + float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z)); + float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); + float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z)); + float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z)); + float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); + float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z)); + float n111 = dot(g111, Pf1); + + float3 fade_xyz = fade(Pf0); + float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); + float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); + float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); + return 2.2 * n_xyz; +} + +// Classic Perlin noise, periodic variant +float pnoise(float3 P, float3 rep) +{ + float3 Pi0 = mod(floor(P), rep); // Integer part, modulo period + float3 Pi1 = mod(Pi0 + (float3)1.0, rep); // Integer part + 1, mod period + Pi0 = mod289(Pi0); + Pi1 = mod289(Pi1); + float3 Pf0 = frac(P); // Fractional part for interpolation + float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0 + float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y); + float4 iz0 = (float4)Pi0.z; + float4 iz1 = (float4)Pi1.z; + + float4 ixy = permute(permute(ix) + iy); + float4 ixy0 = permute(ixy + iz0); + float4 ixy1 = permute(ixy + iz1); + + float4 gx0 = ixy0 / 7.0; + float4 gy0 = frac(floor(gx0) / 7.0) - 0.5; + gx0 = frac(gx0); + float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0); + float4 sz0 = step(gz0, (float4)0.0); + gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5); + gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5); + + float4 gx1 = ixy1 / 7.0; + float4 gy1 = frac(floor(gx1) / 7.0) - 0.5; + gx1 = frac(gx1); + float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1); + float4 sz1 = step(gz1, (float4)0.0); + gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5); + gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5); + + float3 g000 = float3(gx0.x,gy0.x,gz0.x); + float3 g100 = float3(gx0.y,gy0.y,gz0.y); + float3 g010 = float3(gx0.z,gy0.z,gz0.z); + float3 g110 = float3(gx0.w,gy0.w,gz0.w); + float3 g001 = float3(gx1.x,gy1.x,gz1.x); + float3 g101 = float3(gx1.y,gy1.y,gz1.y); + float3 g011 = float3(gx1.z,gy1.z,gz1.z); + float3 g111 = float3(gx1.w,gy1.w,gz1.w); + + float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + float n000 = dot(g000, Pf0); + float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z)); + float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); + float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z)); + float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z)); + float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); + float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z)); + float n111 = dot(g111, Pf1); + + float3 fade_xyz = fade(Pf0); + float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); + float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); + float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); + return 2.2 * n_xyz; +} diff --git a/Assets/Plugins/GPU Noise/ClassicNoise3D.cginc.meta b/Assets/Plugins/GPU Noise/ClassicNoise3D.cginc.meta new file mode 100644 index 000000000..b4dd551ab --- /dev/null +++ b/Assets/Plugins/GPU Noise/ClassicNoise3D.cginc.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 3ba1abd1cb44c47b68fbb577c6c4ba3e +ShaderImporter: + defaultTextures: [] + userData: diff --git a/Assets/Plugins/GPU Noise/SimplexNoise3D.cginc b/Assets/Plugins/GPU Noise/SimplexNoise3D.cginc new file mode 100644 index 000000000..0b7add240 --- /dev/null +++ b/Assets/Plugins/GPU Noise/SimplexNoise3D.cginc @@ -0,0 +1,114 @@ +// +// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader +// +// Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. +// Translation and modification was made by Keijiro Takahashi. +// +// This shader is based on the webgl-noise GLSL shader. For further details +// of the original shader, please see the following description from the +// original source code. +// + +// +// Description : Array and textureless GLSL 2D/3D/4D simplex +// noise functions. +// Author : Ian McEwan, Ashima Arts. +// Maintainer : ijm +// Lastmod : 20110822 (ijm) +// License : Copyright (C) 2011 Ashima Arts. All rights reserved. +// Distributed under the MIT License. See LICENSE file. +// https://github.com/ashima/webgl-noise +// + +float3 mod289(float3 x) +{ + return x - floor(x / 289.0) * 289.0; +} + +float4 mod289(float4 x) +{ + return x - floor(x / 289.0) * 289.0; +} + +float4 permute(float4 x) +{ + return mod289((x * 34.0 + 1.0) * x); +} + +float4 taylorInvSqrt(float4 r) +{ + return 1.79284291400159 - r * 0.85373472095314; +} + +float snoise(float3 v) +{ + const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); + + // First corner + float3 i = floor(v + dot(v, C.yyy)); + float3 x0 = v - i + dot(i, C.xxx); + + // Other corners + float3 g = step(x0.yzx, x0.xyz); + float3 l = 1.0 - g; + float3 i1 = min(g.xyz, l.zxy); + float3 i2 = max(g.xyz, l.zxy); + + // x1 = x0 - i1 + 1.0 * C.xxx; + // x2 = x0 - i2 + 2.0 * C.xxx; + // x3 = x0 - 1.0 + 3.0 * C.xxx; + float3 x1 = x0 - i1 + C.xxx; + float3 x2 = x0 - i2 + C.yyy; + float3 x3 = x0 - 0.5; + + // Permutations + i = mod289(i); // Avoid truncation effects in permutation + float4 p = + permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) + + i.y + float4(0.0, i1.y, i2.y, 1.0)) + + i.x + float4(0.0, i1.x, i2.x, 1.0)); + + // Gradients: 7x7 points over a square, mapped onto an octahedron. + // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) + float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) + + float4 x_ = floor(j / 7.0); + float4 y_ = floor(j - 7.0 * x_); // mod(j,N) + + float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; + float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; + + float4 h = 1.0 - abs(x) - abs(y); + + float4 b0 = float4(x.xy, y.xy); + float4 b1 = float4(x.zw, y.zw); + + //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; + //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; + float4 s0 = floor(b0) * 2.0 + 1.0; + float4 s1 = floor(b1) * 2.0 + 1.0; + float4 sh = -step(h, 0.0); + + float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; + float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; + + float3 g0 = float3(a0.xy, h.x); + float3 g1 = float3(a0.zw, h.y); + float3 g2 = float3(a1.xy, h.z); + float3 g3 = float3(a1.zw, h.w); + + // Normalise gradients + float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); + g0 *= norm.x; + g1 *= norm.y; + g2 *= norm.z; + g3 *= norm.w; + + // Mix final noise value + float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); + m = m * m; + m = m * m; + + float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); + return 42.0 * dot(m, px); +} diff --git a/Assets/Plugins/GPU Noise/SimplexNoise3D.cginc.meta b/Assets/Plugins/GPU Noise/SimplexNoise3D.cginc.meta new file mode 100644 index 000000000..612bd9ef0 --- /dev/null +++ b/Assets/Plugins/GPU Noise/SimplexNoise3D.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b577a94f58a1398409bfcfe9cd5dbf99 +timeCreated: 1448788105 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Plugins/GPU Noise/SimplexNoiseGrad3D.cginc b/Assets/Plugins/GPU Noise/SimplexNoiseGrad3D.cginc new file mode 100644 index 000000000..4cfef835a --- /dev/null +++ b/Assets/Plugins/GPU Noise/SimplexNoiseGrad3D.cginc @@ -0,0 +1,118 @@ +// +// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader +// +// Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. +// Translation and modification was made by Keijiro Takahashi. +// +// This shader is based on the webgl-noise GLSL shader. For further details +// of the original shader, please see the following description from the +// original source code. +// + +// +// Description : Array and textureless GLSL 2D/3D/4D simplex +// noise functions. +// Author : Ian McEwan, Ashima Arts. +// Maintainer : ijm +// Lastmod : 20110822 (ijm) +// License : Copyright (C) 2011 Ashima Arts. All rights reserved. +// Distributed under the MIT License. See LICENSE file. +// https://github.com/ashima/webgl-noise +// + +float3 mod289(float3 x) +{ + return x - floor(x / 289.0) * 289.0; +} + +float4 mod289(float4 x) +{ + return x - floor(x / 289.0) * 289.0; +} + +float4 permute(float4 x) +{ + return mod289((x * 34.0 + 1.0) * x); +} + +float4 taylorInvSqrt(float4 r) +{ + return 1.79284291400159 - r * 0.85373472095314; +} + +float3 snoise_grad(float3 v) +{ + const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); + + // First corner + float3 i = floor(v + dot(v, C.yyy)); + float3 x0 = v - i + dot(i, C.xxx); + + // Other corners + float3 g = step(x0.yzx, x0.xyz); + float3 l = 1.0 - g; + float3 i1 = min(g.xyz, l.zxy); + float3 i2 = max(g.xyz, l.zxy); + + // x1 = x0 - i1 + 1.0 * C.xxx; + // x2 = x0 - i2 + 2.0 * C.xxx; + // x3 = x0 - 1.0 + 3.0 * C.xxx; + float3 x1 = x0 - i1 + C.xxx; + float3 x2 = x0 - i2 + C.yyy; + float3 x3 = x0 - 0.5; + + // Permutations + i = mod289(i); // Avoid truncation effects in permutation + float4 p = + permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) + + i.y + float4(0.0, i1.y, i2.y, 1.0)) + + i.x + float4(0.0, i1.x, i2.x, 1.0)); + + // Gradients: 7x7 points over a square, mapped onto an octahedron. + // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) + float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) + + float4 x_ = floor(j / 7.0); + float4 y_ = floor(j - 7.0 * x_); // mod(j,N) + + float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; + float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; + + float4 h = 1.0 - abs(x) - abs(y); + + float4 b0 = float4(x.xy, y.xy); + float4 b1 = float4(x.zw, y.zw); + + //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; + //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; + float4 s0 = floor(b0) * 2.0 + 1.0; + float4 s1 = floor(b1) * 2.0 + 1.0; + float4 sh = -step(h, 0.0); + + float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; + float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; + + float3 g0 = float3(a0.xy, h.x); + float3 g1 = float3(a0.zw, h.y); + float3 g2 = float3(a1.xy, h.z); + float3 g3 = float3(a1.zw, h.w); + + // Normalise gradients + float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); + g0 *= norm.x; + g1 *= norm.y; + g2 *= norm.z; + g3 *= norm.w; + + // Compute gradient of noise function at P + float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); + float4 m2 = m * m; + float4 m3 = m2 * m; + float4 m4 = m2 * m2; + float3 grad = + -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + + -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + + -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 + + -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3; + return 42.0 * grad; +} diff --git a/Assets/Plugins/GPU Noise/SimplexNoiseGrad3D.cginc.meta b/Assets/Plugins/GPU Noise/SimplexNoiseGrad3D.cginc.meta new file mode 100644 index 000000000..250b646fa --- /dev/null +++ b/Assets/Plugins/GPU Noise/SimplexNoiseGrad3D.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a7111eafc2463224faacf7be3bddb9a4 +timeCreated: 1449292284 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Prefabs/RPG/Pickups/Dodecahedron.prefab b/Assets/Prefabs/RPG/Pickups/Dodecahedron.prefab index 7be70840f..7a65a0864 100644 --- a/Assets/Prefabs/RPG/Pickups/Dodecahedron.prefab +++ b/Assets/Prefabs/RPG/Pickups/Dodecahedron.prefab @@ -103,8 +103,8 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - 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- {fileID: 2100000, guid: bebc82079e5d4e578a73c3ab48d2c2da, type: 2} - - {fileID: 2100000, guid: b9f65861b71050b4a84fe0007bedbba9, type: 2} + - {fileID: 3720744386649352057, guid: c00b5a4f1e4743a4ca59b8030251f900, type: 3} + - {fileID: 3720744386649352057, guid: 26a894e543f3ed44893b1620707ca62c, type: 3} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/Assets/Prefabs/RPG/Pickups/Octahedron.prefab b/Assets/Prefabs/RPG/Pickups/Octahedron.prefab index 9cabd7b79..099083195 100644 --- a/Assets/Prefabs/RPG/Pickups/Octahedron.prefab +++ b/Assets/Prefabs/RPG/Pickups/Octahedron.prefab @@ -103,8 +103,8 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: bebc82079e5d4e578a73c3ab48d2c2da, type: 2} - - {fileID: 2100000, guid: b9f65861b71050b4a84fe0007bedbba9, type: 2} + - {fileID: 3720744386649352057, guid: c00b5a4f1e4743a4ca59b8030251f900, type: 3} + - {fileID: 3720744386649352057, guid: 26a894e543f3ed44893b1620707ca62c, type: 3} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/Assets/Prefabs/RPG/Pickups/Tetrahedron.prefab b/Assets/Prefabs/RPG/Pickups/Tetrahedron.prefab index 20f8073a7..6dad19967 100644 --- a/Assets/Prefabs/RPG/Pickups/Tetrahedron.prefab +++ b/Assets/Prefabs/RPG/Pickups/Tetrahedron.prefab @@ -103,8 +103,8 @@ MeshRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: bebc82079e5d4e578a73c3ab48d2c2da, type: 2} - - {fileID: 2100000, guid: b9f65861b71050b4a84fe0007bedbba9, type: 2} + - {fileID: 3720744386649352057, guid: c00b5a4f1e4743a4ca59b8030251f900, type: 3} + - {fileID: 3720744386649352057, guid: 26a894e543f3ed44893b1620707ca62c, type: 3} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/Assets/Resources/Settings.asset b/Assets/Resources/Settings.asset index c12d32c99..46bee7272 100644 --- a/Assets/Resources/Settings.asset +++ b/Assets/Resources/Settings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:711ded55b95c512e3803df7682e44f0a9bb83ad36a384432781dc12dc5dadf0a -size 12630 +oid sha256:7f09c54dfdb87dffd76fa92365d62c53ce333457b89ccf8ead09093ffffedc42 +size 12525 diff --git a/Assets/Resources/Sprites/Attribution.txt b/Assets/Resources/Sprites/Attribution.txt index 8ca89fb1b..666742406 100644 --- a/Assets/Resources/Sprites/Attribution.txt +++ b/Assets/Resources/Sprites/Attribution.txt @@ -2,7 +2,8 @@ Noun Project Tornado by Bart Laubsch Alien Abduction by Bart Laubsch -Hurricane by icon 54 from Smashicons Space by Ben Davis +Hurricane by icon 54 from +Smashicons Space by Ben Davis Space 2 - Solid by Ben Davis Filter by Karthik Aathis Search by il Capitano diff --git a/Assets/Scenes/ARPG.unity b/Assets/Scenes/ARPG.unity index f583a38ec..4d5b15473 100644 --- a/Assets/Scenes/ARPG.unity +++ b/Assets/Scenes/ARPG.unity @@ -21236,7 +21236,7 @@ GameObject: m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 - m_IsActive: 1 + m_IsActive: 0 --- !u!224 &1396909587 RectTransform: m_ObjectHideFlags: 0 @@ -24703,7 +24703,26 @@ MonoBehaviour: m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - m_text: "" + m_text: "What the fuck did you just fucking type about me, you little bitch? I\u2019ll + have you know I graduated top of my class at MIT, and I\u2019ve been involved + in numerous secret raids with Anonymous, and I have over 300 confirmed DDoSes.\n\nI + am trained in online trolling and I\u2019m the top hacker in the entire world. + You are nothing to me but just another virus host. I will wipe you the fuck out + with precision the likes of which has never been seen before on the Internet, + mark my fucking words. You think you can get away with typing that shit to me + over the Internet? Think again, fucker.\n\nAs we chat over IRC I am tracing your + IP with my damn bare hands so you better prepare for the storm, maggot. The storm + that wipes out the pathetic little thing you call your computer. You\u2019re + fucking dead, kid. I can be anywhere, anytime, and I can hack into your files + in over seven hundred ways, and that\u2019s just with my bare hands.\n\nNot only + am I extensively trained in hacking, but I have access to the entire arsenal + of every piece of malware ever created and I will use it to its full extent to + wipe your miserable ass off the face of the world wide web, you little shit. + If only you could have known what unholy retribution your little \u201Cclever\u201D + comment was about to bring down upon you, maybe you would have held your fucking + fingers. But you couldn\u2019t, you didn\u2019t, and now you\u2019re paying the + price, you goddamn idiot. I will shit code all over you and you will drown in + it.\n\nYou\u2019re fucking dead, kiddo." m_isRightToLeft: 0 m_fontAsset: {fileID: 11400000, guid: 53555f7a2d5e745428813f1b1118734f, type: 2} m_sharedMaterial: {fileID: -2804126062856497447, guid: 53555f7a2d5e745428813f1b1118734f, diff --git a/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs b/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs index 69109a622..85223b510 100644 --- a/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs +++ b/Assets/Scripts/Editor/DrawnPoseWiringVerify.cs @@ -159,7 +159,7 @@ namespace Aetheria.EditorTools MaxRange = 1e6f, FireRange = 1e6f, CommitTime = 1e5f, ArrivalTime = 2e5f }; var projectile = new GameObject("Wiring Round").AddComponent(); - projectile.Launch(null, zone, shot, new Vector3(0, 0, 0)); + projectile.Launch(zone, shot, new Vector3(0, 0, 0)); yield return null; zone.Update(.5f); diff --git a/Assets/Scripts/Editor/ScenarioPickerCapture.cs b/Assets/Scripts/Editor/ScenarioPickerCapture.cs deleted file mode 100644 index b39dd7a1b..000000000 --- a/Assets/Scripts/Editor/ScenarioPickerCapture.cs +++ /dev/null @@ -1,108 +0,0 @@ -using System; -using System.Collections.Generic; -using System.IO; -using UnityEditor; -using UnityEditor.SceneManagement; -using UnityEngine; -using UnityEngine.UI; - -// A render of the New Game screen as the game builds it: the real Main Menu scene's panel prototype, docked and filled -// by ScenarioPicker.Dock and ScenarioPicker.Show with every scenario group, on a plain dark background (the cloud -// backdrop is a play-mode renderer). Writes /Temp/scenario-picker.png at 1920x1080, or the path after -pngOut (Unity empties Temp on exit). -// -// Unity -batchmode -projectPath -executeMethod ScenarioPickerCapture.Run [-pngOut ] -logFile -// -// Needs a GPU device; do not pass -nographics or -quit: Run exits the Editor itself, 0 on success and 1 on any failure. -public static class ScenarioPickerCapture -{ - private const int Width = 1920, Height = 1080; - - public static void Run() - { - try - { - Capture(); - EditorApplication.Exit(0); - } - catch (Exception exception) - { - Debug.LogException(exception); - EditorApplication.Exit(1); - } - } - - // The menu's two panes built the way MainMenu.Start builds them, against the Main Menu scene. - internal static (MainMenu menu, PropertiesPanel list, PropertiesPanel detail) Build() - { - EditorSceneManager.OpenScene("Assets/Scenes/Main Menu.unity", OpenSceneMode.Single); - var menu = UnityEngine.Object.FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None)[0]; - menu.PanelPrototype.gameObject.SetActive(false); - var list = menu.PanelPrototype.Instantiate(); - var detail = menu.PanelPrototype.Instantiate(); - // Edit mode runs no Awake, which is what activates each row a panel adds. - list.Awake(); - detail.Awake(); - ScenarioPicker.Dock(detail, list); - return (menu, list, detail); - } - - internal static List<(string label, Scenario[] scenarios)> AllGroups() => new List<(string label, Scenario[] scenarios)> - { - ("modes", Scenarios.Modes), ("development", Scenarios.Development), ("test arenas", Scenarios.Tests) - }; - - private static void Capture() - { - var (menu, list, detail) = Build(); - menu.Dialog.gameObject.SetActive(false); - list.Title.text = MainMenu.TitleSubtitle("new game", "scenarios"); - ScenarioPicker.Show(list, detail, AllGroups(), _ => { }, () => { }, menu.Dialog.Confirm); - list.RefreshValues(); - detail.RefreshValues(); - - var canvas = menu.GetComponentInParent(true).rootCanvas; - var target = new RenderTexture(Width, Height, 24, RenderTextureFormat.ARGB32); - var cameraObject = new GameObject("ScenarioPickerCapture camera"); - var camera = cameraObject.AddComponent(); - camera.orthographic = true; - camera.orthographicSize = 5; - camera.clearFlags = CameraClearFlags.SolidColor; - camera.backgroundColor = new Color(.04f, .05f, .08f); - camera.cullingMask = 1 << LayerMask.NameToLayer("UI"); - camera.targetTexture = target; - canvas.renderMode = RenderMode.ScreenSpaceCamera; - canvas.worldCamera = camera; - canvas.planeDistance = 10; - canvas.gameObject.SetActive(true); - Canvas.ForceUpdateCanvases(); - LayoutRebuilder.ForceRebuildLayoutImmediate((RectTransform) list.transform); - LayoutRebuilder.ForceRebuildLayoutImmediate((RectTransform) detail.transform); - foreach (var text in list.transform.GetComponentsInChildren()) - text.ForceMeshUpdate(); - Canvas.ForceUpdateCanvases(); - list.Content.GetComponentInParent().onValueChanged.Invoke(Vector2.zero); - camera.Render(); - - var previous = RenderTexture.active; - RenderTexture.active = target; - var read = new Texture2D(Width, Height, TextureFormat.RGBA32, false); - read.ReadPixels(new Rect(0, 0, Width, Height), 0, 0); - RenderTexture.active = previous; - - var background = read.GetPixel(0, 0); - var differing = 0; - foreach (var pixel in read.GetPixels32()) - if (Mathf.Abs(pixel.r / 255f - background.r) + Mathf.Abs(pixel.g / 255f - background.g) + Mathf.Abs(pixel.b / 255f - background.b) > .05f) - differing++; - if (differing < Width * Height / 100) - throw new InvalidOperationException($"The capture is uniform: only {differing} pixels differ from the background."); - - var path = Path.GetFullPath(Path.Combine(Application.dataPath, "..", "Temp", "scenario-picker.png")); - var args = Environment.GetCommandLineArgs(); - var outIndex = Array.IndexOf(args, "-pngOut"); - if (outIndex >= 0) path = Path.GetFullPath(args[outIndex + 1]); - Directory.CreateDirectory(Path.GetDirectoryName(path)); - File.WriteAllBytes(path, read.EncodeToPNG()); - Debug.Log($"[ScenarioPickerCapture] {path} ({differing} of {Width * Height} pixels differ from the background)"); - } -} diff --git a/Assets/Scripts/Editor/ScenarioPickerCapture.cs.meta b/Assets/Scripts/Editor/ScenarioPickerCapture.cs.meta deleted file mode 100644 index ebeb742e8..000000000 --- a/Assets/Scripts/Editor/ScenarioPickerCapture.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 2e79f280179150e4080250c45e07cd69 \ No newline at end of file diff --git a/Assets/Scripts/Editor/ScenarioPickerVerify.cs b/Assets/Scripts/Editor/ScenarioPickerVerify.cs deleted file mode 100644 index 6816cafc9..000000000 --- a/Assets/Scripts/Editor/ScenarioPickerVerify.cs +++ /dev/null @@ -1,265 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using TMPro; -using UnityEditor; -using UnityEngine; -using UnityEngine.EventSystems; -using UnityEngine.UI; - -// The picker's selection and keyboard rules, driven through the events the game delivers: Move and Cancel reach the -// focused Launch button through ExecuteEvents, as the Input System UI module sends them, and a click is Button.onClick. -// -// Unity -batchmode -projectPath -executeMethod ScenarioPickerVerify.Run -logFile -// -// Exits the Editor itself, 0 when every rule holds and 1 on the first that does not. -public static class ScenarioPickerVerify -{ - private sealed class Fake : Scenario - { - private readonly uint _seed; - private readonly bool _ambient; - public Fake(string name, uint seed = 0, bool ambient = true) { Name = name; _seed = seed; _ambient = ambient; } - public override string Name { get; } - public override string Id => Name.ToLowerInvariant(); - public override string Brief => $"brief of {Name}"; - public override uint Seed => _seed; - public override bool Ambient => _ambient; - public override Galaxy Generate(GalaxyStage stage) => throw new NotSupportedException(); - public override void Stage(ScenarioStage stage) => throw new NotSupportedException(); - } - - private sealed class Screen - { - public ScenarioPicker Picker; - public PropertiesPanel List, Detail; - public Button[] Rows; - public Button Back, Launch; - public readonly List Launched = new List(); - public int Backs; - public Scenario[] A, B, C; - } - - public static void Run() - { - try - { - SelectionFollowsClicksAndArrows(); - ArrowsStopAtTheEnds(); - LeftAndRightAreIgnored(); - LaunchIsOnePathAndFocusClears(); - CancelAndBackAreOnePath(); - DetailPaneFollowsSelection(); - OneGroupHasNoSectionLabel(); - LaunchesOnceHoweverItIsReached(); - ArrowingThroughTheRealListKeepsTheSelectionVisible(); - Debug.Log("[ScenarioPickerVerify] ok"); - EditorApplication.Exit(0); - } - catch (Exception exception) - { - Debug.LogException(exception); - EditorApplication.Exit(1); - } - } - - private static void Require(bool condition, string what) - { - if (!condition) throw new InvalidOperationException(what); - } - - private static Screen Build(bool oneGroup = false, bool real = false) - { - var (menu, list, detail) = ScenarioPickerCapture.Build(); - // Build opens the scene afresh, which destroys the previous EventSystem. - var events = new GameObject("verify EventSystem").AddComponent(); - // Edit mode never calls OnEnable, which is what registers an EventSystem as current. - typeof(EventSystem).GetMethod("OnEnable", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance).Invoke(events, null); - var screen = new Screen - { - List = list, Detail = detail, - A = new Scenario[] { new Fake("Alpha", 7), new Fake("Beta") }, - B = new Scenario[] { new Fake("Gamma", ambient: false) }, - C = new Scenario[] { new Fake("Delta"), new Fake("Echo") } - }; - var groups = real ? ScenarioPickerCapture.AllGroups() : oneGroup - ? new List<(string label, Scenario[] scenarios)> { ("modes", screen.A) } - : new List<(string label, Scenario[] scenarios)> { ("modes", screen.A), ("development", screen.B), ("test arenas", screen.C) }; - // The menu builds a panel while it is inactive and shows it afterwards; the picker must find its scroll all the same. - if (real) list.gameObject.SetActive(false); - screen.Picker = ScenarioPicker.Show(list, detail, groups, screen.Launched.Add, () => screen.Backs++, menu.Dialog.Confirm); - var buttons = list.GetComponentsInChildren(false).Where(button => !button.transform.IsChildOf(detail.transform)).Select(button => button.Button).ToArray(); - screen.Rows = buttons.Take(buttons.Length - 1).ToArray(); - screen.Back = buttons.Last(); - screen.Launch = detail.GetComponentsInChildren