10,480 Commits over 4,171 Days - 0.10cph!
Removed deprecated inspector variable from spawn population
Mushrooms no longer collide with player movement
Added object quality slider to F2 menu
Don't force-initialize LOD grid when refreshed
Deleted some SE plugin inspector terribleness
Don't strip all scripts that implement ILOD from servers (implement IClientComponents if desired)
Removed trigger-based nearby entity detection from camera
Made conditional building black spawning use the LOD grid (now also affected by object quality slider)
Made sign texture requesting use the LOD grid
Made low-quality LOD of roofs disappear again when getting close (temp fix)
BuildingBlock / Signage need to start disabled
Added dev section to F2 menu (just some layer toggles for now)
The glorious return of fps.graph
Even better without missing materials
Fixed radtown barrel spawners spawning spawn handler entities
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
Fixed particle refraction shader, reenabled it
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Replaced graphics.trees with toggle in dev menu
Scale fps.graph to fill the entire screen in x direction
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
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
Disabled specularity on ST billboards
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
Changed construction layer toggle in F2 dev section to construction skin
Fixed footstep references
Added additive HDR shader to shader variants
Uploading terrain blend inspector fix for Diogo
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)
Added terrain renderer toggle to dev menu
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
Added ParticleSystemCull (use this Petur)
Tweaked particle accumulation texture tiling of generic rock materials
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
Optimized screen overlays (especially on OpenGL)
Arid biome climate prefab fix
Made roadside poles orient themselves along the tangent of the path from the previous to the next pole
Converted TerrainPath to a handler for any type of infrastructure
Made TerrainPathConnect a component that can be used to connect a position to any infrastructure type
Added powerline / grid infrastructure type