12,531 Commits over 4,048 Days - 0.13cph!
Increased animal run speed
Fixed AI being disabled in the main procedural scene
Added refresh to the decor and grass component context menus for runtime tweaking
Properly added refresh menu to grass
Time of Day update to 2.3.1 prerelease 5
Switched normal map bake to raycasted normals
Fixed quit not working (stupid find & replace)
Added timing utility class
Fixed heightmap encoding (is stored normalized in the texture)
Made normalmap use a bit less memory (no longer store x in alpha)
Enabled map decoding at terrain load
Refactored TerrainMeta / TerrainSkin and TerrainMath baking process
Added dev.shaderlod for future performance experiments
Fixed standalone build error in SceneAsset
Moved all trees to the tree layer and all decor to the world layer
More scene size fixes (everything from our end is now fixed)
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Fixed some minor grass color issues
Made scenes a bit smaller
Kept TerrainMath from serializing until I find a better place to store its data
Forgot to ignore the ShaderForge folder meta files as well
Removed ShaderForge + added it to ignore.conf
Forced asset serialization to text mode, which will help in the long run... http://i.imgur.com/fFY2Na7.png
Added TerrainMeta to all terrains
Backup commit of an initial working version of the grass system (do not use yet)
Added mesh position offset to grass system
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 separate skew, twist and inset to the grass system (needs tweaking, backup commit)
Updated SSAO
Enabled 2x downsampling on SSAO
Slightly increased SSAO intensity
Unduck if pressing jump while ducked
OmniSharp-induced code cleanup (even found one bug, yay!)
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models
Disabled shadow casting on all current view models
Fixed missing terrain textures
Made splats set by terrain modifiers have chamfered corners
Removed some legacy code from the terrain generator
Completely disabled PVT to fall back to the texture atlas terrain shader
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
Fixed TerrainGenerator client / server init fuckup
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
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)
Made terrain modifiers get applied in Awake()
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Made TerrainSkin support (kinda) dynamic splat adjustments
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Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)
Time of Day update to 2.3.1 prerelease 4
Added a tiny randomized scale to resources
Made forest 6 reach a bit inside the snow biome
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Time of Day update to 2.3.1 prerelease 3