5,909 Commits over 3,867 Days - 0.06cph!
Can we stop overriding parameters of cross-scene prefabs per-scene unless it's actually required? :X
Updated Unity Standard Assets (now SampleAssets) to b14
Tweaked sky parameters to violate physical correctness a bit less
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Made forests have way more grass
Protocol++
Fixed water refracting objects that are in front of the water
Reverted insane change in Spawnable (/cc zon)
Reverted the last waves_near change
Fixed a regression that tree prototypes wouldn't get set up the second time you join a server
Disabled GI in TestLevel to have lighting be similar to what we see on Steam
Fixed TestLevel not having mip mapping enabled on the reflection cubemap
Time of Day update to 2.3.3 prerelease 3
Reduced terrain checksum spam
Updated water to latest version
Enabled solid ground color in reflection cubemap and ambient light
Updated water to the latest version
Updated custom sky prefab
Time of Day update to 2.3.3 prerelease 2
Switched noise generation backend to managed until native cross-platform issues are fixed (still running native in-editor for faster loading times)
Removed unused / broken gizmos
Globally extraced min and max noise seed values to TerrainNoise
Log detailed terrain checksums after all generation is complete (debug)
Added checksum log on terrain generation (debug)
Updated water to latest version
Enabled water reflections (toggle via F2 menu)
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
Added TerrainCollision to procedural terrain again
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
Rebuilt all scene prefabs after all that chaos and destruction
Reapplied changes up to commit 4026
Converted more scripts to use TerrainExtension
Added some basic extensions to the test level terrain
Added TerrainExtension system
Made meta, math, skin, layout and tree batching terrain extensions that work with any terrain
Refactored the first part of the terrain generator to utilize terrain extensions
Fixed pink material on the base of lighthouse type 2
Fixed various issues in TestLevel (missing prefab references, wobbly flowers everywhere, trees everywhere)
Tools -> Update -> Prefab Scenes
Disabled material import on satellite dish collider meshes
Fixed lighthouse recreating the material on library recreate (reverted material names)
Removed special handling of SceneToPrefab for monuments (i.e. getting the output folder from their tag)
Forced all procedurally spawned prefabs to be inside the autospawn folder
Moved all monuments to the autospawn folder
Added lighthouses to the monument spawn system (spawn rules are placeholders, brace yourselves for lighthouses in rivers)
Protocol++
Properly setup lighthouse monument scenes
Made LightLOD fade shadows in and out instead of hard-toggling them
Fixed that the lowest two quality settings would disable all dynamic lighting
Made asset importing faster by only checking the meta file for meshes
Only disable material import on meshes on first import (i.e. artists can manually re-enable it for individual models)
Made satellite dish monument use the correct materials
Updated terrain anchors to fit the new dish monument
Made the AI danger and obstacle lists guarantee no duplicate entries again
Added ParentRedirect component
Made tree colliders redirect AI sensing to their parent
Made DangerInfo, ObstacleInfo and TargetInfo keep references to their game object instead of their collider
Changed the AI sensing masks to interest and occlusion
Made AI sensing find trees again