10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
        
            
            
            
                
                Converted water checks to a baked water map lookup for better performance and river support
Network++
                
                
                
                
             
         
        
            
            
            
                
                Fixed main menu NRE
Added "debugmode" start parameter
                
                
                
                
             
         
        
            
            
            
                
                Randomize monument placement order
                
                
                
                
             
         
        
        
            
            
            
                
                Reapplied lighthouse change from changeset 7789
                
                
                
                
             
         
        
            
            
            
                
                Added missing world setup object to PlayerModel scene
                
                
                
                
             
         
        
        
            
            
            
                
                Smoother cross blending of terrain features, prefab mountains and monument terrain requirements
                
                
                
                
             
         
        
            
            
            
                
                Fixed pseudo procedural erosion not being applied properly
                
                
                
                
             
         
        
            
            
            
                
                Better heightmap distortion
                
                
                
                
             
         
        
        
            
            
            
                
                Disabled checksum disconnect until next month
                
                
                
                
             
         
        
        
            
            
            
                
                Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
                
                
                
                
             
         
        
            
            
            
                
                Fixed some clutter issues
Disabled clutter rocks for now since they appear extremely floaty with the new per-pixel terrain displacement
                
                
                
                
             
         
        
        
            
            
            
                
                Baked HapisIsland water map (ignore this in your next merge Petur)
                
                
                
                
             
         
        
            
            
            
                
                Forgot river physics material (for footsteps)
                
                
                
                
             
         
        
        
        
            
            
            
                
                Made smooth rock material parameter blending entirely generic (supports all types of shader properties on any kind of object)
                
                
                
                
             
         
        
            
            
            
                
                Converted cull grid to a generic LOD grid (can of course still be used to cull stuff)
                
                
                
                
             
         
        
            
            
            
                
                Merge from unsuckhapis1
Network++
                
                
                
                
             
         
        
            
            
            
                
                Made singleton class more robust (handle pre-init access)
                
                
                
                
             
         
        
            
            
            
                
                Added fast LOD component for static objects (using the LOD grid)
                
                
                
                
             
         
        
            
            
            
                
                Optimized LOD grid performance
Optimized LOD object memory usage
                
                
                
                
             
         
        
            
            
            
                
                Fixed highest LOD not triggering sometimes
                
                
                
                
             
         
        
            
            
            
                
                LOD grid default parameter value tweak
                
                
                
                
             
         
        
            
            
            
                
                Converted rocks in procedural map to use the LOD grid (less memory, better performance)
Disabled per-layer culling on the camera
                
                
                
                
             
         
        
            
            
            
                
                Force LOD grid init when accessed for the first time
                
                
                
                
             
         
        
            
            
            
                
                Reverted some mesh import scales (don't change stuff like that globally in non-wiping updates - adjust individual prefabs instead, cc Petur)
                
                
                
                
             
         
        
        
            
            
            
                
                Added ST shaders to always-include list (fixes trees on OSX)
                
                
                
                
             
         
        
            
            
            
                
                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 profiler sample to inner LOD grid loop
                
                
                
                
             
         
        
            
            
            
                
                Tweaked generic rock materials
Tweaked biome rock material blending
                
                
                
                
             
         
        
            
            
            
                
                Linked Hapis Island camera to the prefab
Switched to SMAA
                
                
                
                
             
         
        
            
            
            
                
                Added LOD grid to BuildingTest scene
Added LOD container script (switches between entire renderers)
LOD usability tweaks
                
                
                
                
             
         
        
            
            
            
                
                Fixed refractive fire particles doing a grab pass for every individual instance
                
                
                
                
             
         
        
            
            
            
                
                Attempt to fix missing low-quality rock shader variants
                
                
                
                
             
         
        
            
            
            
                
                Reduced LOD grid cell size for more accuracy
                
                
                
                
             
         
        
            
            
            
                
                Added LOD cull component for performant per-object distance culling (without LOD meshes)
                
                
                
                
             
         
        
            
            
            
                
                Fixed various potential issues related to resource-to-population linking
Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
                
                
                
                
             
         
        
        
            
            
            
                
                Added integer versions of Vector2 and Vector3
Added WorldSpaceGrid (generic grid data structure)
                
                
                
                
             
         
        
            
            
            
                
                Converted hand placed Hapis Island rocks to LOD grid
                
                
                
                
             
         
        
            
            
            
                
                Keep track of spawned densities in spawn handler
Prevent any densities higher than 2 * population target density
                
                
                
                
             
         
        
            
            
            
                
                Removed deprecated inspector variable from spawn population
                
                
                
                
             
         
        
            
            
            
                
                Mushrooms no longer collide with player movement