52 Commits over 639 Days - 0.00cph!
Fixed terrain asset constantly being modified even when nothing changed
Fixed grass splat tints not updating when seasons change
Merge from 8_splat_support
Grass tinting support (temp fix)
Ignore future .pdb.meta files
We don't need this .pdb.meta file
Unity meta file auto updates
Merge from grass_optimizations
Rust grass optimizations port
More normal map bake hacks
Only check colors of valid splats for grass meshes if smooth color transitions are disabled
Made the terrain normal map bake a hybrid between the terrain-cliff and terrain-only approaches
Changed normal map bake to only include terrain
Mege from terrain_painting
Added the new systems to island-0002 and island-0003
Added terrain painting overlay to terrain and terrain blend shaders
Fixed various edit mode NRE logs
Made everything work
Added a bunch of spawn tests to island-0001
Changed TerrainBlendExtension from OnEnable to Start (I'll address this properly later, ignore it for now Diogo)
Made island-0001 the test scene for the new features
First version of terrain painting, water mapping, spawn handling, grass spawning and decor fiddling
Replaced SceneAsset with AssetStorage (Rust backport)
Rebuilt maps in island-0001
Added cutoff value to grass system
Made grass refresh context menu force a refresh even if a patch wasn't shifted
Fixed terrain slope calculation being slightly off on diagonal polygons
Made the grass slope calculation work correctly at cliffs
Added max slope parameter to the grass mesh types
Fixed NRE in TerrainMath when the height map resolution is different from the normal map resolution
Fixed two missing resolution variable replaces
Made SceneAsset create its folder if not found
Made baked normal and height maps adjustable
Added toggle to always refresh grass patches, no matter if they moved or not (for editor tweaking)
Properly added refresh menu to grass
Switched normal map bake to raycasted normals
Added timing utility class
Fixed heightmap encoding (is stored normalized in the texture)
Made normalmap use a bit less memory (no longer store x in alpha)
Enabled map decoding at terrain load
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
Fixed standalone build error in SceneAsset
More scene size fixes (everything from our end is now fixed)
Fixed some minor grass color issues
Made scenes a bit smaller
Kept TerrainMath from serializing until I find a better place to store its data
Forgot to ignore the ShaderForge folder meta files as well
Removed ShaderForge + added it to ignore.conf
Forced asset serialization to text mode, which will help in the long run... http://i.imgur.com/fFY2Na7.png
Added TerrainMeta to all terrains