Releases: urkkiz225/kesaSimulaattori
release_alpha_0.1.4
KESÄSIMULAATTORI version a0.1.4
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made by urkkiz
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CHANGELOG:
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Made a new enviroment about a kilometer from the previous spawn
Scaled up the player, the car, and buildings
Volumetric fog density has a smaller chance to be thick
Volumetric clouds
Improved golden hour
Improved shadow handling
Custom GPU instancer for far-away LODS (might not work on every computer currently)
More grass yipee
Probably did a lot more cant remember
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release_alpha_0.1.3
KESÄSIMULAATTORI version a0.1.3
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made by urkkiz
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CHANGELOG:
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New trees
Motion Blur
A couple new display settings
Golden hour
New inspect system
New interact system
Improved save/load system (use 3 to load, 4 to save and 5 to delete all save data)
Loading screen
Performance fixes
Improved main menu
Expanded game map
You can now access the pause menu from all scenes
Gpu instanced a buncha grass
Fixed camera pivot NAN rotation error
New drunk effects (old ones will probably be back once I make them post-processing effects)
Gerstner waves on water (took ages to make)
Wind now effects water
Improved fps counter
Softer lighting
Improved B̸̢̓͗͌͝ỏ̵̡͓͉̌͌͘ͅḇ̷̖͈͂̏̔̔
Improved solar rotation
Added an asphalt road system to the game map
Calculated occlusion culling more accurately
The Underworld is now slightly better lit and you have a stronger flashlight
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release _alpha_0.1.2
#Release on 27/06/22
##CHANGELOG:
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Rewrote the entire graphics system
New map (old one scrapped)
Drunk FX improved
Rewrote the water shader
Npc interactions added
Interactable object description added
Dynamic occlusion culling added
Dynamic chunk rendering added
Added detail density and distance to the display settings
Golden hour
Sun rotation and improved weather FX
LOD Multiplier added to the display settings
New LODS for the conifer trees
Added shadow toggle and shadow distance to the display settings
Glass panes no longer refract due to Unitys opaque rendering priority
Removed the option to change render scale due to runtime graphics asset edit limitations
Removed the option to change upscale filter due to runtime graphics asset edit limitations
You now will have to buy priced objects before you can interact with them (also item pickup and inventory is WIP)
Reconfigured terrain layer splatmap resolution
Reconfigured terrain layer alpha values to mimick those of real world
Randomized weather added (wind, cloudiness, rain)
Low & Potato graphic setting presets now control more accurately MasterTextureLimit
Scrapped skyboxes and remade them with procedural skies
Trees and grass are now GPU instanced (possible fps drops on older hardware)
Added motion blur
Added motion blur amount to the display settings
Softer lighting is used at dawn and night
Doubled the sun shadow resolution (256->512)
Added screen-space reflections (toggle option WIP)
Lower LOD trees are now static to reduce batching impact on FPS
Disabled mip maps on some textures
Sun disk added
Added a number of Post-processing and lighting effects
(Bloom, Depth of field, Vignette, Indirect lighting controller, Micro shadows, (Shadows, Midtones, Highlights), Tonemapping, Shadow controller, Ambient occlusion, Color adjustments, Exposure (Automatic Histogram/Realistic eye adaptation), Cloud layer, Procedural sky, Volumetric fog, Color curves, SSR and Motion blur)
Added asphalt roads (WIP)
And tons and tons of bugs fixed
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Feel free to submit any bugs to the issue tracker
release _alpha_0.1.1
Early release. Submit bugs if you will, i hope i know most of them
Changelog:
Randomized skybox at midnight every night. (5 new skyboxes)
Messed around with post-processing
An unused sound track will play now in the underworld.
Rewrote the alcohol system