12,611 Commits over 3,897 Days - 0.13cph!
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)
Fixed particle refraction shader, reenabled it
Added HDR additive particle shader (use this for flames / tracers instead of the standard shader)
Fixed radtown barrel spawners spawning spawn handler entities
Even better without missing materials
The glorious return of fps.graph
Added dev section to F2 menu (just some layer toggles for now)
BuildingBlock / Signage need to start disabled
Made low-quality LOD of roofs disappear again when getting close (temp fix)
Removed trigger-based nearby entity detection from camera
Made conditional building black spawning use the LOD grid (now also affected by object quality slider)
Made sign texture requesting use the LOD grid
Don't strip all scripts that implement ILOD from servers (implement IClientComponents if desired)
Deleted some SE plugin inspector terribleness
Don't force-initialize LOD grid when refreshed
Added object quality slider to F2 menu
Mushrooms no longer collide with player movement
Removed deprecated inspector variable from spawn population
Keep track of spawned densities in spawn handler
Prevent any densities higher than 2 * population target density
Converted hand placed Hapis Island rocks to LOD grid
Added integer versions of Vector2 and Vector3
Added WorldSpaceGrid (generic grid data structure)
Fixed various potential issues related to resource-to-population linking
Fixed SpawnHandler refresh context menu (in-editor runtime refresh)
Added LOD cull component for performant per-object distance culling (without LOD meshes)
Reduced LOD grid cell size for more accuracy
Attempt to fix missing low-quality rock shader variants
Fixed refractive fire particles doing a grab pass for every individual instance
Added LOD grid to BuildingTest scene
Added LOD container script (switches between entire renderers)
LOD usability tweaks
Linked Hapis Island camera to the prefab
Switched to SMAA