127,949 Commits over 4,109 Days - 1.30cph!
Merge from terrain-improvements-2 (procgen8 + hapis3)
Fixed time not progressing
Flowers are lighter to render, better lit, and don't have a terrible outline.
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Less shitty forest clutter. Autorock tweaks. Flower and fern spawntable tweaks.
AO performance optimization. Light tweaks.
Missing file. Hid the ferns until they suck less.
added some new movement animations for the boar.
added some new movement animations for the horse
Fixed roadside clutter sometimes facing the wrong way
Tools -> Update -> SpeedTree
Changed some loading screen names
Walls take less damage from exterior side
Doors take less damage from exterior side
Floors take less damage from above
Roof takes less damage from above
Foundations take less damage from sides
Fixed missing hammer rotate option
Fixed some shaders and materials on super low shader levels
Fixed some rocks that need terrain blending having it disabled
Made grass LOD setting only affect somewhat distant grass patches
Fixed missing spec map reference on dirt road material
Fixed terrain mesh -> grass mesh transition being uneven with the new grass coloring
Time of Day update
Made nights not have a 100% black sky
Made clouds play nice with HDR
Added terrain collision triggers to Hapis tunnel
Can pick up mushrooms
Network++
Tweaked terrain collision trigger gizmos
Fixed one tiny area in the Hapis tunnel that was triggerless
Added metal bars to the inside of the top tier wall
Don't mipmap the icons (to stop them going blurry on lower quality modes)
Added default Unity terrain shader to shader include list
Random collectable stone/ore/wood
Refactored some path code
Added topology, splat and width to path placement inspector
Fixed that roadside decor would spawn next to runways
Allowed trees to spawn all around monuments if those happen to spawn in forests
Fixed floating boxes in the airfield hangars
Fixed airfield loot crate spawn points
Let's try not having 5000 audio sources in the camera prefab, see if that works
improved the movement animations for the stag and the wolf
FoliageDisplacement boilerplate