branchrust_reboot/main/bandit_towncancel
42 Commits over 30 Days - 0.06cph!
Enabled gpu instancing on a few hundred materials
Fixed and optimized volume bounds att calculation
Removed fog volume radial distance option; always true
Added fog volume edge bounds attenuation, smooth fade-out at vol sides
Fixed fog volume clipping to background
Removed atmos volume global settings; only fade in/out of volumes now
Moved fadeout duration to atmos volumes
Added fog clipping outside atmos volumes (edge attenuation coming next)
Moved OBB shader testing code to own cginc
Updated main camera prefab
Fixed occasional ConsoleUI-related NRE in edit-mode
Play mode skip fog volume fade when sleeping to handle spawn inside/outside
Edit mode skip fog volume fade on startup / entering edit-view
Switched to scene camera activating fog, instead of main
Changed fog volume renderer default mode to exp; updated main camera prefab
Changed fog volume color to color over day time gradient
Added atmospheric volume renderer to main camera
Added sample volume to bandit_town
Improved volume blending
Chaned scene view blending reference to main camera
Fog volume height relative to altitude
Auto assign volume to trigger layer
Fixed scene view instances not updating properties
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Added sample fog volume on bandit town
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Fixed RendererLOD to ignore impostors for mesh batching (still hw instanced)
Fixed potential NRE in water culling volumes
Fixed imposter baking bounds failing in certain cases (e.g. reeds)
Cherry picked probex NRE fix from main
Fixed post-merge proc and craggy scenes
Fixed impostor baking for renderers with multiple submeshes
Updated bandit town scene and prefab (swamp water)
Updated main camera prefab
Fixed edge case in edit-mode camera scripts causing error spam
Fixed radial mesh edge case when using high far clip planes (e.g. scene camera)
Fixed empty height slope map causing problems when terrain doesn't exist yet
Improved scene camera handling on edit-mode camera scripts; multi scene-views now supported
Fixed scene camera frame delay on post opaque component causing artifacts on water
Enabled ocean radial mesh again, now showing in all views, edit and play modes
Fixed ocean atmospheric scattering in all modes
Updated ocean prefab
Nuked placeholder water materials; no longer necessary
Added Water_Body to Prefab in bandit_town scene; swamp now working with updated system
Removed SwampWater prefab; no longer needed
Updated neutral_dungeon_lighting to latest main camera and sky dome
Fixed potential NRE in tod sky probex code
Renamed Water component to WaterSystem
Renamed Water prefab to Water System
Updated neutral_dungeon_lighting prefab to include Water System
More seamless edit-mode for some components running on camera