5,953 Commits over 4,171 Days - 0.06cph!
Disabled terrain normal mapping until we hear from Unity (fixes color being horribly off)
Added quick test of the ground clutter to forests
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 object clustering to spawn handler
Added soft blending and option to ignore directional lights to our custom particle shader
Re-added terrain generator test scene
Fixed terrain generator test scene not loading (whoops)
Tweaked terrain material UV mixing parameters
Added triangle-shaped grass meshes to sparse-coverage areas
Time of Day update to 2.1.0 prerelease 3
Added min and max cluster size to spawn handler
Renamed Version to BuildVersion due to System.Version name conflict
Renamed ContextMenu to ContextMenuUI (name conflict)
Fade out water fog volume if far away from water
Added toggle for soft particles to custom particle shader
Added cave carving support to terrain
Time of Day update to 2.1.0 prerelease 4
Moved custom space texture out of the third party folder
Added true HDR tonemapping (this needs tweaking, but let's give it a try)
Fixed test level having two sky domes (wut)
Added a more readable font for the FPS graph
Those get auto-modified by Unity all the time
Prepared the terrain foundation for overlays (trails, snow, ...)
Added more terrain overlay functionality
Made terrain overlay texture update nicer and faster
Improved TerrainOverlayAdd
Updated TerrainMeta class description
Added terrain overlay textures
More work on the terrain overlay system
Added more variants of the terrain layer masking functions
Added overlay sampling to terrain cginc
Fixed terrain overlay value normalization
Added overlay support to the terrain shaders
Update terrain generator test scene
Added LUT blending
Reordered camera image effects in an order that seems to make the most sense
Fixed terrain overlay texture index calculations being slightly off
Attempt to keep the dedicated server from loading any terrain textures
Applied Petur's sky tweaks to prefab (so that it's applied in all scenes)
Set overlay textures in procedural scene
Added overlay refresh to TerrainMeta
Added LZ4 compression lib + wrapper
Made decor spawn system abide per-prefab spawn probabilities
Increased probability for small stones in forests
Fixed LUT blending bugging around if a time sync from the server sets back the local time