12,539 Commits over 3,806 Days - 0.14cph!
Major refactoring of procedural components
Made ImageProcessing.Dilate2D more generic
Removed the need for terrain raycasting step during load
Added ProceduralObject system
Added AddToHeightMap and AddToWaterMap scripts (replace raycasting)
Improved cliff analysis (fixes some cases where grass would spawn midair)
Renamed PlaceInfrastructure to PlaceRoads
Added PlacePowerlines barebones
Cleanup, minor cloud billboard fix when playing inside the editor
Fixed reflection probe orientation with rotated sky domes
Time of Day inspector fixes
Check distance between two power poles before connecting them
Wire shader and material tweaks
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
Even better without missing materials
Changed TerrainColors to accept runtime changes in TerrainConfig
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
Converted TerrainPath to a handler for any type of infrastructure
Made TerrainPathConnect a component that can be used to connect a position to any infrastructure type
Added powerline / grid infrastructure type
Made roadside poles orient themselves along the tangent of the path from the previous to the next pole
Arid biome climate prefab fix
Optimized screen overlays (especially on OpenGL)
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
Tweaked particle accumulation texture tiling of generic rock materials
Added ParticleSystemCull (use this Petur)
Changed singleton component setup process to guarantee initialization before any other script enters Awake() (using GameSetup)
Added terrain renderer toggle to dev menu
Use particle accumulation rather than terrain blending where possible
Patched particle accumulation to take albedo alpha as accumulation opacity
Added rock sand / snow particle accumulation textures (lower res, VRAM-only, compressed, packed spec / smoothness map)
Uploading terrain blend inspector fix for Diogo
Added additive HDR shader to shader variants
Fixed footstep references
Changed construction layer toggle in F2 dev section to construction skin
Moved various renderers / objects to their correct layer
Converted ladder to LOD grid
Disabled specularity on ST billboards
Automatically detect max refresh distance of cull grid based on the distances of objects that were added to it
Added INeedsToStartDisabled to scripts that add themselves to the LOD grid
LOD grid components now support renderers of any type (not just mesh renderers)
Converted various deployables to LOD grid
Allow inspector serialization of Vector2i and Vector3i
Added Vector2b and Vector3b
Scale fps.graph to fill the entire screen in x direction
Replaced graphics.trees with toggle in dev menu
Made graphics.shaderlod affect all shaders
Fixed ST shaders breaking with shaderlod < 400
Changed ST billboard material to our version (with the LOD fix)
Added graphics.shadowlights (defaults to 1, specifies # of lights that are allowed to cast shadows - no longer linked to graphics.quality)
Added sorting layer for refractive particles (fixes sorting issues when more than one refraction particle emitter is on screen)