10,828 Commits over 3,867 Days - 0.12cph!
Strip server-only components on client build
Removed editor checksum debug log
More layout width for the info fields in the F1 menu
Added world seed, size and checksum to system info
Wait two frames between world generation steps to guarantee UI refresh
Terrain map extension refactor
Reduced RAM usage by making some textures readonly once they're no longer required by the CPU
Reduced RAM usage by never turning biome and topology data into textures
Reduced VRAM usage by compressing the normal map at runtime
Converted terrain normal map bake to tangent space (shaders need updating)
Made AssetStorage override previously stored PNGs
Made rad town placement attempt upper bound more sane
Added grass to TestLevel because why not
Added grass to LegacyLevelTerrain
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 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)
Forgot early exit if no spawnable component is present
Added spawnable component to loot barrel 2
Made spawn handler log an error if a prefab does not have a spawnable component
Unity keeps modifying this
Changed ParentRedirect to AIObstacleRedirect
Strip some unused components from trees if clientside
Reapplied changeset 5154 to UIScene
Split UI into pixel-perfect and scaled parts (required for FPS graph, testing for branding)
Removed some unused files from the base project folder
Fixed net_env being disabled
Scene updates to reflect SplatOverlay rename
Added terrain slope based flow direction to water animation (laying the foundation for proper waves)
Fixed god rays being invisible
Time of Day update to 3.0.0 prerelease 6
Never strip TOD PP shaders
Added generic uGUI graph class
Converted FPS graph to uGUI
Updated standard assets to b21
Removed unused code from system info
Fixed decor ordering being ambiguous for bushes
Protocol++
Switched system info mono section to direct calls
Added system info tab to F1 menu
Made atmosphere render in scene view even if the game view uses the atmosphere / aerial perspective image effect
Reverted GlobalFog to the default import (aerial perspective is now its own image effect)
Fixed water writing to depth on Windows
Time of Day update to 3.0.0 prerelease 5
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 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
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
Updated water to latest version
Fixed water shore fade and refraction
Hacky biome and topology map loading for TestLevel
Made monuments block other stuff from from spawning inside them as well
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)