10,480 Commits over 4,171 Days - 0.10cph!
Made billboard shader support brightening the texture
Fixed stupid billboard shader glitch
Tweaked billboard fade distance
Added adjustable fog height slider to terrain shaders
Made terrain math not crash if no colormap is supplied
Merge from procgen (this will break all the things)
Removed unused colliders from tree prefabs
Added animal spawns to spawn handler (put prefabs in Resources/Prefabs/animals)
Adjusted terrain import settings (hopefully fixes missing textures)
Shader fallback and include path adjustments
Temporarily removed 2 terrain normal map samples from the shader
Removed some legacy clutter from the terrain shader include files
This include shouldn't have been removed (doesn't matter for surface shaders)
Added camera to bootstrap scene to keep some platforms from rendering shit on startup
Moved asset processors to their own folder
Fixed file overwrite error after the first time building for standalone
Added bloom to night stars
Fixed lens dirt toggle not working
Unity keeps changing those when I open the project, I hope re-commiting them fixes that
Restored billboard materials and fixed billboard texture import settings
Time of Day update to 2.1.0 prerelease 2
Reorganized terrain assets
Moved all of Petur's assets to Content/Nature
Moved all rock, grass and resource assets to Content/Nature
Moved terrain assets to Content/Nature
Removed some shitty old placeholder normal maps
Aaaaand one last folder move, let's hope that's it
Fixed some model meta files and material import settings
Deleted duplicate normal map processor
Added 4 splat version of layer masking
Added terrain test shader for the test scenes
Added specularity properties for every layer to terrain shaders
Removed debug factor of 2 from the terrain shader
Made grass atlas brightness fit terrain texture brightness a little better
Updated shininess parameters in terrain base map shader
Fixed missing fog in the terrain base shader
Hardcode terrain test shader toggles until the Unity bug is fixed
Disabled terrain normal mapping until we hear from Unity (fixes color being horribly off)
Added quick test of the ground clutter to forests
Added spawn probability script that can be added to resources
Added procedural test scene (no networking, smaller terrain)
Moved procedural map scene to release folder
Added object clustering to spawn handler
Added soft blending and option to ignore directional lights to our custom particle shader
Re-added terrain generator test scene