128,797 Commits over 4,201 Days - 1.28cph!
    
    
    
        
            
            
            
                
                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
                
                
                
                
             
         
        
        
            
            
            
                
                Added alpha cutoff range; alpha cutoff now visible in material inspector again