5,953 Commits over 4,171 Days - 0.06cph!
Time of Day update to 2.3.3 prerelease 2
Updated custom sky prefab
Updated water to the latest version
Updated water to latest version
Enabled solid ground color in reflection cubemap and ambient light
Reduced terrain checksum spam
Time of Day update to 2.3.3 prerelease 3
Fixed TestLevel not having mip mapping enabled on the reflection cubemap
Disabled GI in TestLevel to have lighting be similar to what we see on Steam
Fixed a regression that tree prototypes wouldn't get set up the second time you join a server
Reverted the last waves_near change
Reverted insane change in Spawnable (/cc zon)
Fixed water refracting objects that are in front of the water
Made forests have way more grass
Protocol++
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Tweaked sky parameters to violate physical correctness a bit less
Updated Unity Standard Assets (now SampleAssets) to b14
Can we stop overriding parameters of cross-scene prefabs per-scene unless it's actually required? :X
Updated water to latest version
Fixed water reflections being darker than intended
Scaled up water plane to always reach to the far clip plane
Deleted empty folders in Standard Assets
Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
Fixed bug that water-refracted objects would have fog applied twice
Patched in per-pixel fog color proof of concept
Tweaked sky parameters to look better with per-pixel fog
Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way)
Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
Tweaked water fog multiplier
Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
Refactored terrain modifier system
Added terrain height modifier
Added PathFinder namespace (contains standalone pathfinding classes)
Added TerrainPath terrain extension (handles terrain-only pathfinding, used for infrastructure)
Added TerrainPathConnect terrain modifier (connects object to infrastructure)
Fixed minor bug in PathFinder
Added SpanningTree (calculates minimum spanning tree)
Made TerrainPath calculate and use the minimum spanning tree of the path network
Changed TerrainPath to run pathfinding in the apply step instead of the add step
Changed TerrainGenerator to place infrastructure after heightmap post processing
Fixed error in TerrainPath
Time of Day update to 2.3.4
Water update to latest version
Set the ingame date and time to the real-life value on startup
Removed Third Party/FogVolume
Renamed "Physics Prop" layer to "Physics Projectile" since that seems to be what it actually is (for now)
Added "Vehicle Large" layer and set up collision matrix / layer masks
Removed Standard Assets/Particles
Updated scripts to use Renderer.shadowCastingMode instead of Renderer.castShadows
Removed shadow-only material and shader
Added shadowOnly toggle to SkinnedMultiMesh
Reapplied per-pixel fog patch to water shader
Added cutoff value to grass system
Made dynamic terrain adjustments get applied in a certain radius instead of a square area
Protocol++ (network + save)
Renamed TerrainMeta folder to TerrainExtension
The mother of all refactors
Post-refactor cleanup
Fixed terrain normal map being completely flat
Enhanced terrain modifier system (added soft fadeout distance)
Added separate terrain color modifier
Properly disabled TerrainModifier in TestLevel (temporary)
Time of Day update to 2.3.5 prerelease 1
Fixed nighttime progressing incredibly slowly
Tweaked day / night cycle to keep some of the aspects the recent bug caused, just in a non-buggy way
Time of Day update to 2.3.5 prerelease 2
Updated sky prefab
Updated AtmosphericBlend
Time of Day update to 2.3.5 prerelease 3
Added alternative higher-quality scattering model (still unused for now)