10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
            
            
            
                
                Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
                
                
                
                
             
         
        
            
            
            
                
                Made terrain modifiers get applied in Awake()
                
                
                
                
             
         
        
            
            
            
                
                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)
                
                
                
                
             
         
        
            
            
            
                
                Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
                
                
                
                
             
         
        
            
            
            
                
                Fixed TerrainGenerator client / server init fuckup
                
                
                
                
             
         
        
        
            
            
            
                
                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
                
                
                
                
             
         
        
            
            
            
                
                Completely disabled PVT to fall back to the texture atlas terrain shader
                
                
                
                
             
         
        
            
            
            
                
                Removed some legacy code from the terrain generator
                
                
                
                
             
         
        
            
            
            
                
                Made splats set by terrain modifiers have chamfered corners
                
                
                
                
             
         
        
            
            
            
                
                Fixed missing terrain textures
                
                
                
                
             
         
        
            
            
            
                
                Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models
Disabled shadow casting on all current view models
                
                
                
                
             
         
        
            
            
            
                
                OmniSharp-induced code cleanup (even found one bug, yay!)
                
                
                
                
             
         
        
            
            
            
                
                Unduck if pressing jump while ducked
                
                
                
                
             
         
        
            
            
            
                
                Updated SSAO
Enabled 2x downsampling on SSAO
Slightly increased SSAO intensity
                
                
                
                
             
         
        
            
            
            
                
                Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
                
                
                
                
             
         
        
        
            
            
            
                
                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 mesh position offset to grass system
                
                
                
                
             
         
        
            
            
            
                
                Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
                
                
                
                
             
         
        
            
            
            
                
                Moved all trees to the tree layer and all decor to the world layer
                
                
                
                
             
         
        
            
            
            
                
                Added dev.shaderlod for future performance experiments
                
                
                
                
             
         
        
            
            
            
                
                Fixed quit not working (stupid find & replace)
                
                
                
                
             
         
        
            
            
            
                
                Time of Day update to 2.3.1 prerelease 5
                
                
                
                
             
         
        
            
            
            
                
                Added refresh to the decor and grass component context menus for runtime tweaking
                
                
                
                
             
         
        
            
            
            
                
                Fixed AI being disabled in the main procedural scene
                
                
                
                
             
         
        
            
            
            
                
                Increased animal run speed
                
                
                
                
             
         
        
            
            
            
                
                Made prey animals avoid predator animals
                
                
                
                
             
         
        
        
            
            
            
                
                Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
                
                
                
                
             
         
        
            
            
            
                
                Updated prefabs + game manifest
                
                
                
                
             
         
        
            
            
            
                
                Made Tools->Update->Prefabs never fail
                
                
                
                
             
         
        
            
            
            
                
                Allow prefab preprocessors to run inside the editor
                
                
                
                
             
         
        
            
            
            
                
                Added initial tree batching system
                
                
                
                
             
         
        
            
            
            
                
                Added Tools->Update->Tree Prefabs and converted all tree prefabs to the new batching system
                
                
                
                
             
         
        
            
            
            
                
                Removed random scaling from Spawnable (now handled by TreeMesh)
                
                
                
                
             
         
        
            
            
            
                
                Do full tree batch refresh when the client finished loading
                
                
                
                
             
         
        
            
            
            
                
                Added two more more sln files to ignore.conf (please delete those from your branch again zon)
                
                
                
                
             
         
        
            
            
            
                
                Deleted some stm files, which apparently are just backup stuff that shouldn't be on here
Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
                
                
                
                
             
         
        
            
            
            
                
                Updated ProjectVersion and ProjectSettings to b12
                
                
                
                
             
         
        
        
            
            
            
                
                Fixed incorrect path in bootstrapping on OSX
Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
                
                
                
                
             
         
        
            
            
            
                
                Removed wood piles from the spawn list (chop them trees, people)
                
                
                
                
             
         
        
            
            
            
                
                Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
                
                
                
                
             
         
        
            
            
            
                
                Added dev.culling <layername> <distance>
                
                
                
                
             
         
        
        
            
            
            
                
                Refactored decor system for better cross-frame load distribution and faster refreshing
                
                
                
                
             
         
        
        
            
            
            
                
                Made unused components on placeholder tree objects get deleted
                
                
                
                
             
         
        
            
            
            
                
                Manually added temporary colliders to the snow trees as they are missing in the speedtree files