5,953 Commits over 4,171 Days - 0.06cph!
Fixed radtown barrel spawners spawning spawn handler entities
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
Fixed particle refraction shader, reenabled it
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Replaced graphics.trees with toggle in dev menu
Scale fps.graph to fill the entire screen in x direction
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it
Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
Disabled specularity on ST billboards
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
Changed construction layer toggle in F2 dev section to construction skin
Fixed footstep references
Added additive HDR shader to shader variants
Uploading terrain blend inspector fix for Diogo
Use particle accumulation rather than terrain blending where possible
Patched particle accumulation to take albedo alpha as accumulation opacity
Added rock sand / snow particle accumulation textures (lower res, VRAM-only, compressed, packed spec / smoothness map)
Added terrain renderer toggle to dev menu
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
Added ParticleSystemCull (use this Petur)
Tweaked particle accumulation texture tiling of generic rock materials
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
Changed TerrainColors to accept runtime changes in TerrainConfig
Fixed early singleton initialization in standalone builds
Merge from terrain-improvements-2 (procgen8 + hapis3)
Fixed time not progressing
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Fixed roadside clutter sometimes facing the wrong way
Tools -> Update -> SpeedTree
Changed some loading screen names
Fixed some shaders and materials on super low shader levels
Fixed some rocks that need terrain blending having it disabled
Made grass LOD setting only affect somewhat distant grass patches
Fixed missing spec map reference on dirt road material
Fixed terrain mesh -> grass mesh transition being uneven with the new grass coloring
Time of Day update
Made nights not have a 100% black sky
Made clouds play nice with HDR
Added terrain collision triggers to Hapis tunnel
Tweaked terrain collision trigger gizmos
Fixed one tiny area in the Hapis tunnel that was triggerless
Added metal bars to the inside of the top tier wall
Added default Unity terrain shader to shader include list