10,614 Commits over 4,413 Days - 0.10cph!
Fixed error in TerrainPath
Time of Day update to 2.3.4
Water update to latest version
Set the ingame date and time to the real-life value on startup
Removed Third Party/FogVolume
Renamed "Physics Prop" layer to "Physics Projectile" since that seems to be what it actually is (for now)
Added "Vehicle Large" layer and set up collision matrix / layer masks
Removed Standard Assets/Particles
Updated scripts to use Renderer.shadowCastingMode instead of Renderer.castShadows
Removed shadow-only material and shader
Added shadowOnly toggle to SkinnedMultiMesh
Reapplied per-pixel fog patch to water shader
Added cutoff value to grass system
Made dynamic terrain adjustments get applied in a certain radius instead of a square area
Protocol++ (network + save)
Renamed TerrainMeta folder to TerrainExtension
The mother of all refactors
Post-refactor cleanup
Fixed terrain normal map being completely flat
Enhanced terrain modifier system (added soft fadeout distance)
Added separate terrain color modifier
Properly disabled TerrainModifier in TestLevel (temporary)
Time of Day update to 2.3.5 prerelease 1
Fixed nighttime progressing incredibly slowly
Tweaked day / night cycle to keep some of the aspects the recent bug caused, just in a non-buggy way
Time of Day update to 2.3.5 prerelease 2
Updated sky prefab
Updated AtmosphericBlend
Time of Day update to 2.3.5 prerelease 3
Added alternative higher-quality scattering model (still unused for now)
Updated water to latest version
Disabled reflection probes on OS X and Linux to keep objects from being solid black (known issue: water is now white)
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Updated water to latest version
Added separate pass for beneath the water surface
Made terrain config get stored in an asset to be reused in all scenes
Refactored MinHeap in PathFinder and SpanningTree to generic IntrusiveMinHeap
Added IntrusiveLinkedList, implemented by PathFinder.Node
Time of Day update to 3.0.0 prerelease 1
Added improved atmospheric scattering with planet shadowing
Added horizon clouds
Updated PlayerNameTag and AtmosphericBlend to work with the new version of Time of Day
Tweaked fog densities to work better with the updated scattering intensities (a physically based calculation will probably be required at some point)
Updated MenuBackground scene
Removed Google Analytics tooltip attribute and drawer as they override and break the default Unity tooltip attribute
Time of Day update to 3.0.0 prerelease 2
Updated PlayerNameTag and AtmosphericBlend
Fixed cloud shader compilation on Windows
Added dummy implementation of ServerConsole on OS X / Linux
Made setting up terrain extensions a bit less horrible
Forced TerrainMeta to be present on terrains with extensions
Switched default in-editor compilation settings back to CLIENT+SERVER
Added TerrainMeta inspector
Made SpanningTree capable of handling multiple disconnected subtrees
Time of Day update to 3.0.0 prerelease 3
Tweaked SH calculations to be more in line with default lighting
Set ambient color (used in bottom hemisphere) to the same as the one in default lighting
Temporarily reduced reflection cubemap intensity by 75%
Reapplied reflection probe disable patch for OS X / Linux
Added per-instance seed offset to all decor spawners to increase cross-instance spread
Enabled reflection probes on OS X / Linux if in-editor (no problems there)
Increased sun mesh brightness and decreased moon mesh brightness to work better with bloom / lens dirt
Added checksum to connection approval protobuf
Added "Blocked" terrain topology type
Added TerrainTopologySet terrain modifier
Added checksum verification on connect
Added opacity parameter to all terrain modifiers
Implemented global pass in all terrain modifiers
Added TerrainModifierGenerator editor script
Added fast single-pixel fallback if radius is zero to all terrain modifiers
Added resolution setup to terrain meta inspector
Made terrain tree meshes spawn in OnEnable and despawn in OnDisable (instead of Awake and OnDestroy)
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain