5,949 Commits over 4,079 Days - 0.06cph!
Removed trigger hack from TreeMesh
ST cleanup
Removed bush triggers as they're added incorrectly
Multiply constant fog color with light color grayscale value
Added data.export admin command (exports terrain data as RAW files)
PrefabAttribute tweaks
Mountain terrain blending tweaks
Replaced monument terrain blending with a system similar to mountain blending (WIP, no splat support yet)
Rock layer fixes (grass can grow on certain rocks again)
Road planner improvements
Reallowed diagonals in road planner
Tweaked bridge cost in road planner
Protocol++ (network + save)
Replaced effects.grass toggle with grass.quality slider
Added terrain out of bounds check to TerrainAnchor (only affects very few seeds where the mountain would be placed partially outside of the world)
More INeedsToStartDisabled
Added INeedsToStartDisabled to a bunch of scripts
Tree optimizations
Protocol++ (network)
Second Windows path fuckup
Reverted possible Windows path fuckup which shouldn't have been committed in the first place
Fixed spawn population filters (/blame changeset 7129)
Disabled PVT by default as it doesn't seem to improve FPS for most people
Disabled shader preloading
Added "done" status to loading screen after all terrain components have been initialized
Removed some unused empty folders
Tweaked rock material terrain blending parameters
Prefab auto-updates (some serialized properties were removed it seems)
Tweaked road terrain adjustments
Tweaked rock topology radii
Increased distance between two cliff meshes by 50%
Protocol++ (network + save)
Fixed the occasional spawn inside rocks
Fixed some tree types spawning indefinitely
Added failsafe for future fuckups of this sort
Suddenly a few more shader variants appeared... okay.
Shader preloading with ShaderVariants asset (Shader.WarmumAllShaders only preloads the current scene and loaded resources)
Startup crash on OSX debugging
Wait two frames after updating UI in bootstrapping (this is required in the terrain generator, so probably also here)
Tweaked path texture scale
Fixed some missing references in BuildingTest
Merge from terrain-improvements
Added climate prefab to TestLevel
Increased overall brightness of the night with full moon
Water normal map fiddling
Updated ProjectSettings to u5p2
Removed depth offset from sky shaders
Fixed GameTrace failing inside caves
Fixed that the camera instance in the procedural map scene was overriding the clear flags setting of its prefab
Changed camera clear flags to solid color
Scene2Prefab (updated satellite dish prefab)
Made standard refraction shader blending physically correct (alpha only affects diffuse)
Time of Day update to 3.0.2
Set the ingame date to the the current date when starting a server (only date, not time)
Removed some debug remote logging that never happens
Added basic refraction shader
Setup crystal prefabs
Made spawn handler preserve any prefab rotation
Time of Day update to 3.0.1f2
Updated some image effect shader syntax
Time of Day update to 3.0.1
Added aerial density and fog color to climate blending
Temporary fix for players spawning at world origin with some seeds