5,912 Commits over 3,867 Days - 0.06cph!
Updated terrain anchors to fit the new dish monument
Made the AI danger and obstacle lists guarantee no duplicate entries again
Added ParentRedirect component
Made tree colliders redirect AI sensing to their parent
Made DangerInfo, ObstacleInfo and TargetInfo keep references to their game object instead of their collider
Changed the AI sensing masks to interest and occlusion
Made AI sensing find trees again
Made spawn rules for players easily configurable on the spawn handler prefab
Made players always spawn on beaches in the temperate biome
Updated all the meta files to b14
Made tree colliders automatically get moved to the tree layer when updating their prefabs
Made mesh obstacles bake their info to scriptable objects
Replaced Unity water with custom water (disabled reflections and quite limited atm, but it's a solid base and will get better over time)
Removing broken things
Restoring compatibility with the current server version
Subtracting from the subtractive satellite dish commit
Organized the monument assets in a somewhat future-proof fashion
Added DisableMaterialImport asset processor
Physics layer adjustments for less client and server lag
Removed colliders from animal skins (animal root object should handle collision)
Fixed campfire looking like metal
Fixed some mesh import settings that would create unnamed materials on library recreation
Time of Day update to 2.3.2
Made decor and grass refresh context menu force a refresh even if a patch wasn't shifted
Fixed underwater color grading looking neon blue in the arid biome
Added chicken to the spawn handler
Tweaked maximum rock slopes
Fixed rock_08 loving to be placed beneath the terrain
Coderart-tweaked dirt texture to play nice with color mapping
Made the default server seed get generated from a unique device identifier
Allowed water streams to form in the arctic biome again
Tweaked water level in the arid biome
Smoothened island outline shape falloff
Added separate conditional cliff texturing to beaches to allow for nice cliffs towards the ocean in the future
Fixed terrain slope calculation being slightly off on diagonal polygons
Fixed a crystal material being pink
Made the generated savegame name more failsafe
Disabled server autosave in-editor for less stuttering while testing
Removed chicken/temp.mb (?)
Changed default world size to 4000
Changed default world seed to 0 (i.e. generate a random seed)
Gave beaches a bit more slope to counter water z-fighting and reduce the average beach width
Tweaked decor rocks
Protocol++ (network + save)
Updated image effects to b13
Made sharpening toggle with AA
Moved water image effects to their own child object (like radiation)
Disabled splat based height offsetting underwater
Made bushes cluster more on open fields
Increased bush count along forest edges
Create the terrain after spawning all landmark and decor (so that dynamic changes applied by decor are already known)
Made terrain height offsetting based on splats more extreme
Fixed that the procedural map would load BuildingTest.sav, removing all spawned entities in the process
Cleaned up some of our filthy art folders
Fixed various missing / broken materials
Deleted UniversalMarmoset as it's broken (plus, I think the b13 shaders are supposed to look more like marmoset anyhow?)
Deleted empty folders, outdated prefabs, etc.
Made LightLOD client-only
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000)
Removed ProceduralSmall level (use server.worldsize)
Added levelSize to Messaages.Approval
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes
Added the cliff texture to underwater splat mapping
Enabled terrain map post-processing
Tweaked some decor densities that have been somewhat off due to the weekend changes
Disabled terrain generation threading in-editor again (still seems to be unstable from time to time)
Protocol++ (network + save)
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
Made tree mesh placeholders spawn whenever the loading screen is invisible
Made tree prototypes rebuild whenever they are out of sync
Made tree mesh placeholder child objects get moved to the correct layer
Fixed pink viewmodel arms on b13