12,327 Commits over 3,653 Days - 0.14cph!
Added topology painting test
Added biome painting
Refactoring and cleanup
Terrain painting prototype
Added blended mesh support to editor height baking
Added altitude / latitude curve based editor biome baking
Improved horizon cloud lighting
Fixed flattened volumetric cloud trace in Unity 5
Fixed sky being brighter towards screen edges
Added toggle for the sharpen image effect
Completely removed clouds from the raid biome
Fixed not being able to place doors in caves
Fixed decal shader being pink on OpenGL
Added overflow checks to string to int conversion
Minor fix in the two new radtown prefabs
Updated game manifest
Protocol++ (network + save)
Only start placing bridges that can actually be completed
Prefab auto-updates (removed parameter)
Increased river terrain height modifier fade distance
Reduced overhang density
Tweaked river rock density and dithering
Made hangar and metal building monuments into two new radtowns with loot
Removed brick building monument
Removed floating sign and some missing prefabs / empty game objects from radtown_small_1
Fixed roadside placement delta being too high
Added blended topology to cave
Added blended topology type
Optimized terrain raycasting step
Increased heightmap resolution to be in line with the custom 4k map
Removed splat based height offset
Improved bridge terrain adjustments
Changed checksum calculation to topology-only
Include full topology map in checksum rather than checkerboard pattern
Apply decor components on riverside and roadside decor
Scale river depth with terrain slope
Improved roadside decor placement
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Allow clients to call data.export
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time
Removed trigger hack from TreeMesh
ST cleanup
Removed bush triggers as they're added incorrectly
Multiply constant fog color with light color grayscale value