10,554 Commits over 4,324 Days - 0.10cph!
Added terrain material my tests so that I don't break everything else
Added some missing meta files, disabled default material import for bone knife
Moved old terrain textures to backup folder
Added color mapping to singlepass terrain and mesh blend shaders
Merged Petur's updated textures
Added new procedural terrain prototype (6 splats, biomes, colormap)
Ain't nobody puttin materials in ma texture folder
Added high-pass filtered versions of the 6 used splat textures
Made grass sample its color from the terrain colormap
Tweaked procedural terrain material
Finished up the basics of the procedural terrain biomes (needs tweaking)
Made grass wind bending depend on grass height
Tweaked grass texture atlas
Tweaked procedural terrain biomes
Added possibility to scale with population to spawn handler (was remporarily removed in networking transition)
Added normals to grass meshes (set to terrain normal)
Tightened north biome transition and made it fill only the northern third of the map
Moved old trees to legacy folder
Added forest type 3 resource prefabs
Updated procedural terrain test scene
Moved cginc files to their own folder so that they can be used by shaders in any subfolder
Added first draft of a custom tree billboard shader
Merge over tree billboard test texture
Optimized billboard shader
Made water always render before any other transparent objects
Added billboard test to tree_3_1
Disabled dynamic batching (for now)
Merge from main for those missing meta files
Added some more prefabs, did some prefab reordering
Removed collider from billboard (duh) and fixed some internal prefab name mismatches
Added random grass patches in forests (this needs tweaking)
Updated procedural terrain test scene to use Unity fog on land again (terrain will soon sample scattering fog from TOD)
Updated camera prefab to remove land fog volume (water fog volume remains)
Fixed missing reference in procedural map scene
Time of Day update to 2.1.0 prerelease 1
Tweaked sky prefab fog bias
Tweaked sky sun mesh color
Added prototype of terrain fog based on atmospheric scattering
Made fog type configurable per-material (the inspector for this sucks, but it does the job for now)
Fixed custom terrain shader fog incorrectly handling the case for no fog
Made per-material terrain fog type selection use KeywordEnum
Had to hardcode fog type for now (terrain system has a bug that prevents it from copying material shader keywords)