5,953 Commits over 4,171 Days - 0.06cph!
Converted water checks to a baked water map lookup for better performance and river support
Network++
Fixed main menu NRE
Added "debugmode" start parameter
Added missing world setup object to PlayerModel scene
Disabled checksum disconnect until next month
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
Fixed some clutter issues
Disabled clutter rocks for now since they appear extremely floaty with the new per-pixel terrain displacement
Baked HapisIsland water map (ignore this in your next merge Petur)
Forgot river physics material (for footsteps)
Made smooth rock material parameter blending entirely generic (supports all types of shader properties on any kind of object)
Converted cull grid to a generic LOD grid (can of course still be used to cull stuff)
Merge from unsuckhapis1
Network++
Made singleton class more robust (handle pre-init access)
Added fast LOD component for static objects (using the LOD grid)
Optimized LOD grid performance
Optimized LOD object memory usage
Fixed highest LOD not triggering sometimes
LOD grid default parameter value tweak
Converted rocks in procedural map to use the LOD grid (less memory, better performance)
Disabled per-layer culling on the camera
Force LOD grid init when accessed for the first time
Reverted some mesh import scales (don't change stuff like that globally in non-wiping updates - adjust individual prefabs instead, cc Petur)
Added ST shaders to always-include list (fixes trees on OSX)
Optimized procedural material setup
Added edit mode support to material setup
Converted procedural rocks on Hapis Island to the LOD grid
Applied the reverted rock scales on the mesh import settings to the procedural Hapis Island rock prefabs instead
Added profiler sample to inner LOD grid loop
Tweaked generic rock materials
Tweaked biome rock material blending
Linked Hapis Island camera to the prefab
Switched to SMAA
Added LOD grid to BuildingTest scene
Added LOD container script (switches between entire renderers)
LOD usability tweaks
Fixed refractive fire particles doing a grab pass for every individual instance
Attempt to fix missing low-quality rock shader variants
Reduced LOD grid cell size for more accuracy
Added LOD cull component for performant per-object distance culling (without LOD meshes)
Fixed various potential issues related to resource-to-population linking
Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
Added integer versions of Vector2 and Vector3
Added WorldSpaceGrid (generic grid data structure)
Converted hand placed Hapis Island rocks to LOD grid
Keep track of spawned densities in spawn handler
Prevent any densities higher than 2 * population target density
Removed deprecated inspector variable from spawn population
Mushrooms no longer collide with player movement
Added object quality slider to F2 menu
Don't force-initialize LOD grid when refreshed
Deleted some SE plugin inspector terribleness
Don't strip all scripts that implement ILOD from servers (implement IClientComponents if desired)
Removed trigger-based nearby entity detection from camera
Made conditional building black spawning use the LOD grid (now also affected by object quality slider)
Made sign texture requesting use the LOD grid
Made low-quality LOD of roofs disappear again when getting close (temp fix)
BuildingBlock / Signage need to start disabled
Added dev section to F2 menu (just some layer toggles for now)
The glorious return of fps.graph
Even better without missing materials