127,234 Commits over 4,109 Days - 1.29cph!
Adding scrap searchlight files (ready to go)
Fixed blendlayer not working; added very low quality mode for lod < 300
Fixed metal blendlayer sampling RG instead of RA
Major refactoring of procedural components
Made ImageProcessing.Dilate2D more generic
Removed the need for terrain raycasting step during load
Added ProceduralObject system
Added AddToHeightMap and AddToWaterMap scripts (replace raycasting)
Improved cliff analysis (fixes some cases where grass would spawn midair)
Updated rock prefabs to new non-raycasting setup
Retired TerrainTopology.BLENDED
Adding atlas texture and mat
Updated cave prefab to LOD grid and the new non-raycasting setup
Forced river meshes to flow downhill
Improved splat mapping of post-generation cliff detection
Multithreaded post-generation cliff detection
Disabled parallax occlusion and parallax offset by default; now a shader feature, requires toggle via shader keyword
Moved top tier skin lods to atlas texture, prefabs updated
Subtracted changeset 8383
Reapplied changeset 8383 but different
Changed terrain paint overlay to multiplicative so that it's visible on snow
Changed climate blending to use calculated sunrise and sunset hours and the sun zenith angle
Fixed TOD_Sky.SunriseTime and TOD_Sky.SunsetTime being off by 12 hours
Moved metal skin lods to atlas texture, prefabs updated
Improved sunrise / sunset time analysis
Tweaked climate blending angle
Improved monument spawn filter checking
Moved stone skin lods to atlas texture, prefabs updated
Better Crafting - part 1 http://files.facepunch.com/garry/2015/May/27/2015-05-27_14-48-02.png
handcuffed holdtype meta files
Moved wood skin lods to atlas texture, prefabs updated
Crafting queue http://files.facepunch.com/garry/2015/May/27/2015-05-27_17-19-43.jpg
Increased road and river width
Changed a bunch of stuff about how roads and rivers are generated
When placing a roadside object fails try again as soon as possible (instead of waiting for the next node)
Only connect powerline poles if 3 or more can be connected in a row
Added big-ass high voltage powerlines
Fixed early singleton initialization in standalone builds
first pass at reloading sounds
Reimport shaders on build if needed
Added anisotropy and parallax graphics UI options
Drastically reduced terrain and terrain-blend shader variant count; simplified shader LOD options
Added graphics UI logic for anisotropy and parallax
Skipping some complex code during SHADER_TARGET_SURFACE_ANALYSIS
Moved twig skin lods to atlas texture, prefabs updated
Added LODs to some pieces that didnt have any to maximize the impact
Better shader error detection