5,912 Commits over 3,867 Days - 0.06cph!
Enabled reflection probes on OS X / Linux if in-editor (no problems there)
Reapplied reflection probe disable patch for OS X / Linux
Time of Day update to 3.0.0 prerelease 3
Tweaked SH calculations to be more in line with default lighting
Set ambient color (used in bottom hemisphere) to the same as the one in default lighting
Temporarily reduced reflection cubemap intensity by 75%
Made SpanningTree capable of handling multiple disconnected subtrees
Added TerrainMeta inspector
Switched default in-editor compilation settings back to CLIENT+SERVER
Made setting up terrain extensions a bit less horrible
Forced TerrainMeta to be present on terrains with extensions
Added dummy implementation of ServerConsole on OS X / Linux
Fixed cloud shader compilation on Windows
Time of Day update to 3.0.0 prerelease 2
Updated PlayerNameTag and AtmosphericBlend
Removed Google Analytics tooltip attribute and drawer as they override and break the default Unity tooltip attribute
Updated MenuBackground scene
Tweaked fog densities to work better with the updated scattering intensities (a physically based calculation will probably be required at some point)
Time of Day update to 3.0.0 prerelease 1
Added improved atmospheric scattering with planet shadowing
Added horizon clouds
Updated PlayerNameTag and AtmosphericBlend to work with the new version of Time of Day
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
Added IntrusiveLinkedList, implemented by PathFinder.Node
Made terrain config get stored in an asset to be reused in all scenes
Updated water to latest version
Added separate pass for beneath the water surface
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Disabled reflection probes on OS X and Linux to keep objects from being solid black (known issue: water is now white)
Updated water to latest version
Time of Day update to 2.3.5 prerelease 3
Added alternative higher-quality scattering model (still unused for now)
Time of Day update to 2.3.5 prerelease 2
Updated sky prefab
Updated AtmosphericBlend
Tweaked day / night cycle to keep some of the aspects the recent bug caused, just in a non-buggy way
Time of Day update to 2.3.5 prerelease 1
Fixed nighttime progressing incredibly slowly
Properly disabled TerrainModifier in TestLevel (temporary)
Post-refactor cleanup
Fixed terrain normal map being completely flat
Enhanced terrain modifier system (added soft fadeout distance)
Added separate terrain color modifier
The mother of all refactors
Renamed TerrainMeta folder to TerrainExtension
Made dynamic terrain adjustments get applied in a certain radius instead of a square area
Protocol++ (network + save)
Added cutoff value to grass system
Reapplied per-pixel fog patch to water shader
Removed shadow-only material and shader
Added shadowOnly toggle to SkinnedMultiMesh
Updated scripts to use Renderer.shadowCastingMode instead of Renderer.castShadows
Removed Standard Assets/Particles
Removed Third Party/FogVolume
Set the ingame date and time to the real-life value on startup
Time of Day update to 2.3.4
Water update to latest version
Fixed error in TerrainPath
Added SpanningTree (calculates minimum spanning tree)
Made TerrainPath calculate and use the minimum spanning tree of the path network
Changed TerrainPath to run pathfinding in the apply step instead of the add step
Changed TerrainGenerator to place infrastructure after heightmap post processing
Fixed minor bug in PathFinder
Added PathFinder namespace (contains standalone pathfinding classes)
Added TerrainPath terrain extension (handles terrain-only pathfinding, used for infrastructure)
Added TerrainPathConnect terrain modifier (connects object to infrastructure)
Refactored terrain modifier system
Added terrain height modifier
Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
Tweaked water fog multiplier
Tweaked sky parameters to look better with per-pixel fog
Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way)
Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
Patched in per-pixel fog color proof of concept
Fixed bug that water-refracted objects would have fog applied twice