5,928 Commits over 3,959 Days - 0.06cph!
Removed deprecated inspector variable from spawn population
Keep track of spawned densities in spawn handler
Prevent any densities higher than 2 * population target density
Converted hand placed Hapis Island rocks to LOD grid
Added integer versions of Vector2 and Vector3
Added WorldSpaceGrid (generic grid data structure)
Fixed various potential issues related to resource-to-population linking
Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
Added LOD cull component for performant per-object distance culling (without LOD meshes)
Reduced LOD grid cell size for more accuracy
Attempt to fix missing low-quality rock shader variants
Fixed refractive fire particles doing a grab pass for every individual instance
Added LOD grid to BuildingTest scene
Added LOD container script (switches between entire renderers)
LOD usability tweaks
Linked Hapis Island camera to the prefab
Switched to SMAA
Tweaked generic rock materials
Tweaked biome rock material blending
Added profiler sample to inner LOD grid loop
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 ST shaders to always-include list (fixes trees on OSX)
Reverted some mesh import scales (don't change stuff like that globally in non-wiping updates - adjust individual prefabs instead, cc Petur)
Force LOD grid init when accessed for the first time
Converted rocks in procedural map to use the LOD grid (less memory, better performance)
Disabled per-layer culling on the camera
LOD grid default parameter value tweak
Fixed highest LOD not triggering sometimes
Optimized LOD grid performance
Optimized LOD object memory usage
Added fast LOD component for static objects (using the LOD grid)
Made singleton class more robust (handle pre-init access)
Merge from unsuckhapis1
Network++
Converted cull grid to a generic LOD grid (can of course still be used to cull stuff)
Made smooth rock material parameter blending entirely generic (supports all types of shader properties on any kind of object)
Forgot river physics material (for footsteps)
Baked HapisIsland water map (ignore this in your next merge Petur)
Fixed some clutter issues
Disabled clutter rocks for now since they appear extremely floaty with the new per-pixel terrain displacement
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
Disabled checksum disconnect until next month
Added missing world setup object to PlayerModel scene
Fixed main menu NRE
Added "debugmode" start parameter
Converted water checks to a baked water map lookup for better performance and river support
Network++
Added topology filter to cargo plane
Refactored world initialization
Added support for procedural components to custom maps
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
Ghetto fixed possible initialization error in custom levels
Various spawntable fixes
Network++
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Fixed bridges sometimes spawning underwater
Added level info to procedural map
Made test prefab mountain less shitty
Removed bush type 3 from the procedural map (source no longer exists)