10,614 Commits over 4,413 Days - 0.10cph!
Fixed random scale not being applied to tree meshes that spawn directly into terrain batching (without prior placeholder)
Fixed random scale not being applied to tree meshes that spawn via network
Increased the random scale range on all bushes
Merge from bushes-everywhere
Protocol++ (network + save)
Made terrain map bakes store PNGs instead of Unity assets
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
Prefixed native calls to prevent accidental usage in the future
Initial version of the dynamic cull grid
Added priority to decor scripts
Added cull grid instance (still unused)
Added field rocks to the arctic biome
Gave rocks placement priority over bushes and made them block bush placement
Tweaked rock terrain modifiers
Tweaked bush scales
Tweaked test cave
Protocol++ (network + save)
Made monuments block other stuff from from spawning inside them as well
Hacky biome and topology map loading for TestLevel
Updated water to latest version
Fixed water shore fade and refraction
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
Time of Day update to 3.0.0 prerelase 4
Added native support for aerial perspective
Made aerial perspective depth calculation physically based
Allows for fog that is unrelated to aerial perspective
Combined sky and ground passes into a single pass
Trying synchronous reflection probe updating to see if that fixes the reflection probe issues
Tweaked water material reflection intensity
Time of Day update to 3.0.0 prerelease 5
Fixed water writing to depth on Windows
Reverted GlobalFog to the default import (aerial perspective is now its own image effect)
Made atmosphere render in scene view even if the game view uses the atmosphere / aerial perspective image effect
Added system info tab to F1 menu
Switched system info mono section to direct calls
Removed unused code from system info
Fixed decor ordering being ambiguous for bushes
Protocol++
Updated standard assets to b21
Added generic uGUI graph class
Converted FPS graph to uGUI
Never strip TOD PP shaders
Time of Day update to 3.0.0 prerelease 6
Fixed god rays being invisible
Added terrain slope based flow direction to water animation (laying the foundation for proper waves)
Scene updates to reflect SplatOverlay rename
Fixed net_env being disabled
Removed some unused files from the base project folder
Reapplied changeset 5154 to UIScene
Split UI into pixel-perfect and scaled parts (required for FPS graph, testing for branding)
Changed ParentRedirect to AIObstacleRedirect
Strip some unused components from trees if clientside
Unity keeps modifying this
Added spawnable component to loot barrel 2
Made spawn handler log an error if a prefab does not have a spawnable component
Forgot early exit if no spawnable component is present
Added Prefab.LoadRandom
Added GameManager.CreatePrefab overloads that take a parent transform
Added RandomDecor class
Made all ICullable components get removed serverside
Moved mushroom prefabs to decor
Added randomized mushrooms to a certain tree prefab (test)
Added level randomization scripts (toggle objects on monuments, spawn seed-synchronized clientside objects)
Added missing prefab references to prefab scenes
Added second ranomized entrance to radtown_small (test)
Added third game manager (only used for decor if inside the editor)
Fixed all decor having stripped meshes inside the editor
Added grass to LegacyLevelTerrain