5,983 Commits over 4,413 Days - 0.06cph!
Time of Day update to 2.0.8 prerelease 1
Split the decor system into two parts
Dynamic objects are spawned and despawned around the camera as the player moves
Static objects are spawned once at level start (will basically replace the decor spawn method in TerrainGenerator)
Made the decor system splat type selectable
Minor cleanup in the grass system code
Fixed terrain noise import settings
Fixed terrain texture normal maps (we generate from grayscale until petur finishes his textures)
Switched terrain texture compression to automatic
Changed decor spawner to load prefabs from resource folder
Moved decor prefabs to resources folder
I think those can be deleted
Let's try to keep all sound files in one folder
Fixed decor ignoring the selected splat type and always spawning on grass instead
Tweaked rock material parameters to look somewhat acceptable
Added global.batchmode (needs testing)
Added option to execute on dedicated servers to decor system
Changed grass and decor spawn loops to be initiated by terrain generator in the future
Reverted the decor spawn position shift workaround I had to introduce by solving it a little more neatly
Added threading to the grass system
It now assembles the vertex, triangle and UV lists fully asynchronously
No need to store static decor objects in a list
Made decor alignment to normal optional
Create textures from Color32 instead of Color struct
Added new grass and decor system to experimental (this will probably break everything)
Made grass and decor gizmo color configurable via inspector
Removed manual garbage collection pass from grass system
Let's see if we can get along without calling it manually at all
Added overloads of GameManager.CreatePrefab that take a GameObject as prefab
Made decor system use GameManager.CreatePrefab rather than GameObject.Instantiate
There seems to be a naming bug in those prefabs, Unity fixed it on library recreation
Fixed HTML UI being invisible on OS X and Linux
It might still be pretty buggy on those platforms, but at least not invisible and buggy
Fixed grass being white after its first generation
Slightly reduced maximum wind bending
Obsessed needlessly over code layout
Added flare meta files
Disabled automatic flare fbx material import
Changed OS X fullscreen mode to hide dock and menu bar
Time of Day update to 2.0.8
Time of Day update to 2.0.9
Looks like this meta file can be removed
Added terrain shader splat utility method
Added terrain shader singlepass skeleton
Disabled automatic material import for weapon models
Moved weapon materials and textures to correct folders
Temporarily changed OS X build to 32bit due to instability issues (revisit with Unity 5)
Unified sound file locations (Content/Sounds)
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
Moved image effects from UI to BG camera to keep UI from randomly not showing up on OS X
Shader preparations for procedural terrain biomes
Added terrain material my tests so that I don't break everything else
Added some missing meta files, disabled default material import for bone knife
Moved old terrain textures to backup folder
Added color mapping to singlepass terrain and mesh blend shaders
Ain't nobody puttin materials in ma texture folder
Added high-pass filtered versions of the 6 used splat textures
Moved cginc files to their own folder so that they can be used by shaders in any subfolder
Added first draft of a custom tree billboard shader
Optimized billboard shader
Merge from procgen (this will break all the things)