12,611 Commits over 3,897 Days - 0.13cph!
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
Made ignore.conf more generic with regards to UnityVS files
Time of Day update to 2.3.1 prerelease 2
Fixed TestLevel crashing editor on OSX
Made the flags inspector code a bit less shit
Fixed standalone compile error
Merge from procgen3
Updated prefab names
Updated game manifest
Protocol++ (network + save)
Added ImageProcessing class (contains Dilation, GaussianBlur and Average filters for now)
Made splatmap noise preserve hard edges
Beautified colormap generation code
Doubled forest edge thickness
Stretched forest shape a bit
Made forests in the arid biome smaller
Tweaked overall forest shape and frequency
Fixed forest 6 having snow
Fixed off by one in dilation algorithm
Made Deque force buffer size to power of two in EnsureCapacity
Added a few turd rocks back to the arid biome (they look okay there I think?)
Removed some useless inspector variables from the decor scripts
Tweaked the minimum terrain height at the terrain borders
Optimized colormap calculation
Optimized splatmap calculation
Added sand-colored dirt layer between beach and grass
Improved island fadeout towards the terrain borders
Made mountains in the arctic biome slightly bigger again
Inverted forest edge dilation to keep tiny forests from expanding to dot-shaped forests
Tweaked forest placement
Added Deque class
Added MinQueue and MaxQueue class
Made forest edges get calculated using a dilation algorithm for fine control and better accuracy
Added Mathx class
Updated game manifest
Made terrain heightmap generation more configurable
Adjusted heightmap generation
Tweaked terrain layout and splat mapping
Optimized colormap calculation
Adjusted some decor spawn filter parameters
Merged forest 1/2 and forest 3/4/5 (do the full set of 7 once the first 4 are complete)