10,614 Commits over 4,413 Days - 0.10cph!
Time of Day update to 2.0.9
Looks like this meta file can be removed
Added terrain shader splat utility method
Added terrain shader singlepass skeleton
Disabled automatic material import for weapon models
Moved weapon materials and textures to correct folders
Temporarily changed OS X build to 32bit due to instability issues (revisit with Unity 5)
Unified sound file locations (Content/Sounds)
Added high-pass filtered grass atlas and made it the default to test
This maintains some grass texture color variation compared to the grayscale version
Moved image effects from UI to BG camera to keep UI from randomly not showing up on OS X
Shader preparations for procedural terrain biomes
Added terrain material my tests so that I don't break everything else
Added some missing meta files, disabled default material import for bone knife
Moved old terrain textures to backup folder
Added color mapping to singlepass terrain and mesh blend shaders
Merged Petur's updated textures
Added new procedural terrain prototype (6 splats, biomes, colormap)
Ain't nobody puttin materials in ma texture folder
Added high-pass filtered versions of the 6 used splat textures
Made grass sample its color from the terrain colormap
Tweaked procedural terrain material
Finished up the basics of the procedural terrain biomes (needs tweaking)
Made grass wind bending depend on grass height
Tweaked grass texture atlas
Tweaked procedural terrain biomes
Added possibility to scale with population to spawn handler (was remporarily removed in networking transition)
Added normals to grass meshes (set to terrain normal)
Tightened north biome transition and made it fill only the northern third of the map
Moved old trees to legacy folder
Added forest type 3 resource prefabs
Updated procedural terrain test scene
Moved cginc files to their own folder so that they can be used by shaders in any subfolder
Added first draft of a custom tree billboard shader
Merge over tree billboard test texture
Optimized billboard shader
Made water always render before any other transparent objects
Added billboard test to tree_3_1
Disabled dynamic batching (for now)
Merge from main for those missing meta files
Added some more prefabs, did some prefab reordering
Removed collider from billboard (duh) and fixed some internal prefab name mismatches
Added random grass patches in forests (this needs tweaking)
Updated procedural terrain test scene to use Unity fog on land again (terrain will soon sample scattering fog from TOD)
Updated camera prefab to remove land fog volume (water fog volume remains)