12,611 Commits over 3,897 Days - 0.13cph!
Fixed terrain shaders (white terrain at close range)
Fixed possible NRE on scene unload
Updated terrain generator test scene
Unity 5 wants to update those two texture meta files, new parameters seem to be in-line with the other ones so why not
Added some missing meta files
Fixed billboards being massive (they're still broken though)
Fixed warnings in TerrainSkin and beautified its code a little
Removed shadow softener until it's updated for Unity 5 support
Removed some #if UNITY_5_0 stuff I added before since the build server is now updated
Switched OS X build to 64bit in preparation of Unity 5
Fixed PlayerWalkMovement checking terrain colliders for isTrigger
Made water always render before any other transparent objects since sorting doesn't work with it
Changed how SpawnFilter deals with carved terrain
Made all scripts that want to access TOD_Sky use TOD_Sky.Instance
Time of Day update to 2.1.1 prerelease 5
Extended WaterColorUpdate to set the reflection clear color to the current fog color
Updated all scripts to Unity 5
Updated image effects to Unity 5
Updated some scene files to make sure the latest prefab changes were applied correctly
Time of Day update to 2.1.1 prerelease 4
Fixed terrain holes showing up in the distance when the cave tops are culled
Made TerrainSkin work properly on the dedicated server
Added some null tests to TerrainCollision for scenes without TerrainMeta
Tiem of Day update to 2.1.1 prerelease 3
Added test caves
Protocol++
Removed static cull distance of the world layer (it's handled on a per-object basis by the LOD groups)
Added cacti to decor spawn
Added kinematic rigidbodies to all cactus prefabs
Various cactus prefab adjustments
Time of Day update to 2.1.1 prerelease 2
Added terrain collision resolve system for objects to pass through when entering caves
Increased the number of attempts to find a monument spawn location to 1000
Time of Day update to 2.1.1 prerelease 1
Fixed all sorts of issues with the billboard import settings of the new trees
Fixed some issues regarding AI system performance
Added tons of new bushes and trees (shit's gonna be broken, please direct all flames directly to @peturah)
Protocol++
Enforced law & order on the nature assets
Added barebones of the terrain carving system
Fixed a few accidental soft tab indentations I commited (switching editors is hard :>)
Made AI part ticks distribute more evenly between frames
Added new spawnable script to animals
Increased animal density
Reworked the way the spawn handler keeps track of population count to support saving in the future
Refactored TerrainMeta (so... many... changes...)
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Added *.pdb.meta to ignore.conf
Replaced TransformEx.GetComponentsInChildrenEx with Transform.GetComponentsInChildren(includeInactive = true)