10,834 Commits over 3,867 Days - 0.12cph!
Properly disabled TerrainModifier in TestLevel (temporary)
Post-refactor cleanup
Fixed terrain normal map being completely flat
Enhanced terrain modifier system (added soft fadeout distance)
Added separate terrain color modifier
The mother of all refactors
Renamed TerrainMeta folder to TerrainExtension
Made dynamic terrain adjustments get applied in a certain radius instead of a square area
Protocol++ (network + save)
Added cutoff value to grass system
Reapplied per-pixel fog patch to water shader
Removed shadow-only material and shader
Added shadowOnly toggle to SkinnedMultiMesh
Updated scripts to use Renderer.shadowCastingMode instead of Renderer.castShadows
Removed Standard Assets/Particles
Removed Third Party/FogVolume
Set the ingame date and time to the real-life value on startup
Time of Day update to 2.3.4
Water update to latest version
Fixed error in TerrainPath
Added SpanningTree (calculates minimum spanning tree)
Made TerrainPath calculate and use the minimum spanning tree of the path network
Changed TerrainPath to run pathfinding in the apply step instead of the add step
Changed TerrainGenerator to place infrastructure after heightmap post processing
Fixed minor bug in PathFinder
Added PathFinder namespace (contains standalone pathfinding classes)
Added TerrainPath terrain extension (handles terrain-only pathfinding, used for infrastructure)
Added TerrainPathConnect terrain modifier (connects object to infrastructure)
Refactored terrain modifier system
Added terrain height modifier
Fixed bug in AIObstacle
Fixed bug in AIObstacleMesh that canceled out the recently fixed bug in AIObstacle #JustProgrammerThings
Tweaked water fog multiplier
Tweaked sky parameters to look better with per-pixel fog
Added hacky fog multiplier to water to tweak the horizon color fit (to be fixed in a better way)
Made ConvarWater toggle the visual checkbox in the material inspector in addition to the internal keyword
Patched in per-pixel fog color proof of concept
Fixed bug that water-refracted objects would have fog applied twice
Backported useful Time of Day tweak for per-pixel fog from the latest release (can't update due to b14)
Deleted empty folders in Standard Assets
Updated water to latest version
Fixed water reflections being darker than intended
Scaled up water plane to always reach to the far clip plane
Can we stop overriding parameters of cross-scene prefabs per-scene unless it's actually required? :X
Updated Unity Standard Assets (now SampleAssets) to b14
Tweaked sky parameters to violate physical correctness a bit less
▍▇▍▌█ ▊▊ ▆▆▌▌▆ ▊▊ ▆▄ ▉▍▊ █▇▍▊▄▉▉▇▋ ▍▅▉█
Made forests have way more grass
Protocol++
Fixed water refracting objects that are in front of the water
Reverted insane change in Spawnable (/cc zon)
Reverted the last waves_near change
Fixed a regression that tree prototypes wouldn't get set up the second time you join a server
Disabled GI in TestLevel to have lighting be similar to what we see on Steam
Fixed TestLevel not having mip mapping enabled on the reflection cubemap
Time of Day update to 2.3.3 prerelease 3
Reduced terrain checksum spam
Updated water to latest version
Enabled solid ground color in reflection cubemap and ambient light
Updated water to the latest version
Updated custom sky prefab
Time of Day update to 2.3.3 prerelease 2
Switched noise generation backend to managed until native cross-platform issues are fixed (still running native in-editor for faster loading times)
Removed unused / broken gizmos
Globally extraced min and max noise seed values to TerrainNoise