5,941 Commits over 4,018 Days - 0.06cph!
Added default Unity terrain shader to shader include list
Added metal bars to the inside of the top tier wall
Tweaked terrain collision trigger gizmos
Fixed one tiny area in the Hapis tunnel that was triggerless
Added terrain collision triggers to Hapis tunnel
Made clouds play nice with HDR
Time of Day update
Made nights not have a 100% black sky
Fixed terrain mesh -> grass mesh transition being uneven with the new grass coloring
Fixed missing spec map reference on dirt road material
Made grass LOD setting only affect somewhat distant grass patches
Fixed some shaders and materials on super low shader levels
Fixed some rocks that need terrain blending having it disabled
Changed some loading screen names
Tools -> Update -> SpeedTree
Fixed roadside clutter sometimes facing the wrong way
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Fixed time not progressing
Merge from terrain-improvements-2 (procgen8 + hapis3)
Fixed early singleton initialization in standalone builds
Changed TerrainColors to accept runtime changes in TerrainConfig
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
Tweaked particle accumulation texture tiling of generic rock materials
Added ParticleSystemCull (use this Petur)
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
Added terrain renderer toggle to dev menu
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)
Uploading terrain blend inspector fix for Diogo
Added additive HDR shader to shader variants
Fixed footstep references
Changed construction layer toggle in F2 dev section to construction skin
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
Disabled specularity on ST billboards
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
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
Scale fps.graph to fill the entire screen in x direction
Replaced graphics.trees with toggle in dev menu
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
Fixed particle refraction shader, reenabled it
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
Fixed radtown barrel spawners spawning spawn handler entities