10,594 Commits over 3,683 Days - 0.12cph!
Added LUT blending
Reordered camera image effects in an order that seems to make the most sense
Update terrain generator test scene
Added overlay support to the terrain shaders
Fixed terrain overlay value normalization
Added overlay sampling to terrain cginc
Added more variants of the terrain layer masking functions
More work on the terrain overlay system
Added terrain overlay textures
Updated TerrainMeta class description
Improved TerrainOverlayAdd
Made terrain overlay texture update nicer and faster
Added more terrain overlay functionality
Prepared the terrain foundation for overlays (trails, snow, ...)
Those get auto-modified by Unity all the time
Added a more readable font for the FPS graph
Fixed test level having two sky domes (wut)
Time of Day update to 2.1.0 prerelease 4
Moved custom space texture out of the third party folder
Added true HDR tonemapping (this needs tweaking, but let's give it a try)
Added cave carving support to terrain
Added toggle for soft particles to custom particle shader
Fade out water fog volume if far away from water
Removed specularity from AI test scene grass
Let's give AstarPathfindingProject a try
Merge from main again (context menu class update)
Renamed ContextMenu to ContextMenuUI (name conflict)
Merge from main again (version class update)
Renamed Version to BuildVersion due to System.Version name conflict
Merge from main again (to keep Unity from reimporting shitloads of shaders every time I switch branch)
Added min and max cluster size to spawn handler
Time of Day update to 2.1.0 prerelease 3
Added triangle-shaped grass meshes to sparse-coverage areas
Tweaked terrain material UV mixing parameters
Fixed terrain generator test scene not loading (whoops)
Re-added terrain generator test scene
Added soft blending and option to ignore directional lights to our custom particle shader
Added object clustering to spawn handler
Added spawn probability script that can be added to resources
Added procedural test scene (no networking, smaller terrain)
Moved procedural map scene to release folder
Added quick test of the ground clutter to forests
Disabled terrain normal mapping until we hear from Unity (fixes color being horribly off)
Hardcode terrain test shader toggles until the Unity bug is fixed
Fixed missing fog in the terrain base shader
Updated shininess parameters in terrain base map shader