10,480 Commits over 4,171 Days - 0.10cph!
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Made TerrainSkin support (kinda) dynamic splat adjustments
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Made terrain modifiers get applied in Awake()
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Fixed TerrainGenerator client / server init fuckup
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst)
Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
Completely disabled PVT to fall back to the texture atlas terrain shader
Removed some legacy code from the terrain generator
Made splats set by terrain modifiers have chamfered corners
Fixed missing terrain textures
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models
Disabled shadow casting on all current view models
OmniSharp-induced code cleanup (even found one bug, yay!)
Unduck if pressing jump while ducked
Updated SSAO
Enabled 2x downsampling on SSAO
Slightly increased SSAO intensity
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
Added (but disabled) post processing step to terrain generation (e.g. per-splat or topology height offsets)
Made TerrainMath.GetSplatMaxIndex(...) favor overlays over normal textures
Added mesh position offset to grass system
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Moved all trees to the tree layer and all decor to the world layer
Added dev.shaderlod for future performance experiments
Fixed quit not working (stupid find & replace)
Time of Day update to 2.3.1 prerelease 5
Added refresh to the decor and grass component context menus for runtime tweaking
Fixed AI being disabled in the main procedural scene
Increased animal run speed
Made prey animals avoid predator animals
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Updated prefabs + game manifest
Made Tools->Update->Prefabs never fail
Allow prefab preprocessors to run inside the editor
Added initial tree batching system
Added Tools->Update->Tree Prefabs and converted all tree prefabs to the new batching system
Removed random scaling from Spawnable (now handled by TreeMesh)
Do full tree batch refresh when the client finished loading
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
Deleted some stm files, which apparently are just backup stuff that shouldn't be on here
Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
Updated ProjectVersion and ProjectSettings to b12
Fixed incorrect path in bootstrapping on OSX
Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
Removed wood piles from the spawn list (chop them trees, people)
Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
Added dev.culling <layername> <distance>
Refactored decor system for better cross-frame load distribution and faster refreshing