5,937 Commits over 3,987 Days - 0.06cph!
Fixed quit not working (stupid find & replace)
Added dev.shaderlod for future performance experiments
Moved all trees to the tree layer and all decor to the world layer
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Added mesh position offset to grass system
Added (but disabled) post processing step to terrain generation (e.g. per-splat or topology height offsets)
Made TerrainMath.GetSplatMaxIndex(...) favor overlays over normal textures
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
Updated SSAO
Enabled 2x downsampling on SSAO
Slightly increased SSAO intensity
Unduck if pressing jump while ducked
OmniSharp-induced code cleanup (even found one bug, yay!)
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models
Disabled shadow casting on all current view models
Fixed missing terrain textures
Made splats set by terrain modifiers have chamfered corners
Removed some legacy code from the terrain generator
Completely disabled PVT to fall back to the texture atlas terrain shader
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst)
Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
Fixed TerrainGenerator client / server init fuckup
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
Made terrain modifiers get applied in Awake()
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Made TerrainSkin support (kinda) dynamic splat adjustments
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Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)
Time of Day update to 2.3.1 prerelease 4
Added a tiny randomized scale to resources
Made forest 6 reach a bit inside the snow biome
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Time of Day update to 2.3.1 prerelease 3
Made ignore.conf more generic with regards to UnityVS files
Time of Day update to 2.3.1 prerelease 2
Fixed TestLevel crashing editor on OSX
Made the flags inspector code a bit less shit
Fixed standalone compile error
Merge from procgen3
Updated prefab names
Updated game manifest
Protocol++ (network + save)
Fixed terrain size being really tiny in the default procedural map
Generated terrain texture atlas for Diogo
Refactoring in preparation of the forest generation features Petur requested
Refactored DecorSpawn and SpawnHandler to use the generic Prefab class
Refactored SpawnQuadtree into generic byte storage types
Reapplied changeset 3286 (probably accidentally undone)
Removed terrain height filter from some forest types (every forestX should only have the forestX filter active)
Added generic prefab class (using this for some refactoring)
Fixed NRE in PlayerWalkMovement if running in TestLevel
Patched water shader to handle foam somewhat decently at night