10,558 Commits over 4,352 Days - 0.10cph!
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
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
Changed TerrainColors to accept runtime changes in TerrainConfig
Even better without missing materials
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
Wire shader and material tweaks
Check distance between two power poles before connecting them
Time of Day inspector fixes
Fixed reflection probe orientation with rotated sky domes
Cleanup, minor cloud billboard fix when playing inside the editor
Renamed PlaceInfrastructure to PlaceRoads
Added PlacePowerlines barebones
Major refactoring of procedural components
Made ImageProcessing.Dilate2D more generic
Removed the need for terrain raycasting step during load
Added ProceduralObject system
Added AddToHeightMap and AddToWaterMap scripts (replace raycasting)
Improved cliff analysis (fixes some cases where grass would spawn midair)
Updated rock prefabs to new non-raycasting setup
Retired TerrainTopology.BLENDED
Updated cave prefab to LOD grid and the new non-raycasting setup
Forced river meshes to flow downhill
Improved splat mapping of post-generation cliff detection
Multithreaded post-generation cliff detection
Subtracted changeset 8383