128,795 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                Changed OnDestroy to OnDisable - because OnDestroy seems to rarely get called
                
                
                
                
             
         
        
            
            
            
                
                Added objects command
Saves/Loads now use the current map name - not the value of server.level
Visibility Grid IsInside always returns true for group 0
Added server bounds to procedural map
                
                
                
                
             
         
        
        
            
            
            
                
                This should make swimming proper work
                
                
                
                
             
         
        
        
            
            
            
                
                Daily merge from main branch
                
                
                
                
             
         
        
            
            
            
                
                Undid garbage collection run in terrain generator since main branch added this as well
                
                
                
                
             
         
        
            
            
            
                
                Added Data Tables
Added Network String Pooling
Effects bone name now uses String Pooling
Fixed Axe not working
                
                
                
                
             
         
        
        
            
            
            
                
                Changed default water level to always be at world height 0
Made splat map calculation favor sand texture a lot more if underwater
                
                
                
                
             
         
        
            
            
            
                
                Major terrain generator improvements (still needs internal testing)
                
                
                
                
             
         
        
        
            
            
            
                
                Resource spawns as part of map load, not 5 seconds after
                
                
                
                
             
         
        
        
        
        
            
            
            
                
                Merge from main branch (again)
                
                
                
                
             
         
        
            
            
            
                
                Added forest density parameter to spawn handler
Tweaked spawn handler forest noise
                
                
                
                
             
         
        
            
            
            
                
                - Added Colorful and Sonic Ether's Natural Bloom (image effects) 
- Some tweaks sky dome prefab default settings
- Post processing changes on the main camera prefab
                
                
                
                
             
         
        
            
            
            
                
                Added water fog volume in test scene, enabled via WaterEffects.cs
                
                
                
                
             
         
        
            
            
            
                
                Just added a check on the fog volume toggle
                
                
                
                
             
         
        
            
            
            
                
                Adding missing files for Sonic Ether bloom and Colorful
                
                
                
                
             
         
        
            
            
            
                
                Changed linux build options (test)
                
                
                
                
             
         
        
            
            
            
                
                Removed unused effects, moved GUIblur to bottom
                
                
                
                
             
         
        
            
            
            
                
                -tweaked the eoka animations a bit; added some new player jogging animations;  (still TODO:  jog left/right)
                
                
                
                
             
         
        
            
            
            
                
                Arctic biome test scene base.
                
                
                
                
             
         
        
            
            
            
                
                Daily merge from main branch
                
                
                
                
             
         
        
            
            
            
                
                Increased mountain noise amplitude to reduce probability of flatland worlds
                
                
                
                
             
         
        
            
            
            
                
                -rest of the jogging animations
                
                
                
                
             
         
        
            
            
            
                
                Added item stacking, splitting, merging
GameSetup can define whether you want to load a save or not
                
                
                
                
             
         
        
        
            
            
            
                
                Daily merge from main branch
                
                
                
                
             
         
        
            
            
            
                
                Further reduced probability of pure flatland maps by increasing the minimum hill noise frequency
                
                
                
                
             
         
        
            
            
            
                
                Converted some of the newly imported assets from binary to text asset storage format
Not sure why this didn't happen when you guys imported those in the first place since our Unity project is set to enforce text format
                
                
                
                
             
         
        
            
            
            
                
                Tweaked the terrain generator initialization to properly benchmark in-editor
                
                
                
                
             
         
        
            
            
            
                
                Merged my previous commits to the procgen branch
                
                
                
                
             
         
        
        
            
            
            
                
                Improved rock & dirt splat calculation
                
                
                
                
             
         
        
            
            
            
                
                Fixed splitting/stacking not working properly clientside
                
                
                
                
             
         
        
            
            
            
                
                Should fix players over-thinking while they're asleep
                
                
                
                
             
         
        
            
            
            
                
                - Setting the Sky property in TOD_Sun Shafts again
- Removed demo scene assets from SE bloom plugin
                
                
                
                
             
         
        
            
            
            
                
                Attached fog volume to camera (to render fog)
Chanegd FogVolume so we can access/change fog colour via script
Got rid of horizon white line (will probably present a bunch of other problems)
                
                
                
                
             
         
        
            
            
            
                
                Fixed sky not being set on sun shafts
                
                
                
                
             
         
        
            
            
            
                
                Updated TestLevel with terrain
                
                
                
                
             
         
        
            
            
            
                
                Daily merge from main branch
                
                
                
                
             
         
        
            
            
            
                
                Crafting cancelling
Fixed crafting notification placement
Fixed AA toggle not working
                
                
                
                
             
         
        
            
            
            
                
                Tightened the hill noise amplitude interval to reduce the risk of boring monotone worlds
                
                
                
                
             
         
        
        
            
            
            
                
                Protocol increment on the procgen branch
                
                
                
                
             
         
        
            
            
            
                
                Merge procgen branch to main branch to test the new procedural terrain generation