5,949 Commits over 4,079 Days - 0.06cph!
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
Made grass atlas brightness fit terrain texture brightness a little better
Removed debug factor of 2 from the terrain shader
Added specularity properties for every layer to terrain shaders
Added terrain test shader for the test scenes
Added 4 splat version of layer masking
Fixed some model meta files and material import settings
Aaaaand one last folder move, let's hope that's it
Moved terrain assets to Content/Nature
Removed some shitty old placeholder normal maps
Moved all rock, grass and resource assets to Content/Nature
Moved all of Petur's assets to Content/Nature
Reorganized terrain assets
Time of Day update to 2.1.0 prerelease 2
Restored billboard materials and fixed billboard texture import settings
Unity keeps changing those when I open the project, I hope re-commiting them fixes that
Added bloom to night stars
Fixed lens dirt toggle not working
Fixed file overwrite error after the first time building for standalone
Moved asset processors to their own folder
Added camera to bootstrap scene to keep some platforms from rendering shit on startup
This include shouldn't have been removed (doesn't matter for surface shaders)
Removed some legacy clutter from the terrain shader include files
Temporarily removed 2 terrain normal map samples from the shader
Shader fallback and include path adjustments
Adjusted terrain import settings (hopefully fixes missing textures)
Added animal spawns to spawn handler (put prefabs in Resources/Prefabs/animals)
Removed unused colliders from tree prefabs
Merge from procgen (this will break all the things)
Optimized billboard shader
Added first draft of a custom tree billboard shader
Moved cginc files to their own folder so that they can be used by shaders in any subfolder
Added high-pass filtered versions of the 6 used splat textures
Ain't nobody puttin materials in ma texture folder
Added color mapping to singlepass terrain and mesh blend shaders
Moved old terrain textures to backup folder
Added some missing meta files, disabled default material import for bone knife
Added terrain material my tests so that I don't break everything else
Shader preparations for procedural terrain biomes
Moved image effects from UI to BG camera to keep UI from randomly not showing up on OS X
Added high-pass filtered grass atlas and made it the default to test
This maintains some grass texture color variation compared to the grayscale version