5,912 Commits over 3,867 Days - 0.06cph!
Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)
Time of Day update to 2.3.1 prerelease 4
Added a tiny randomized scale to resources
Made forest 6 reach a bit inside the snow biome
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Time of Day update to 2.3.1 prerelease 3
Made ignore.conf more generic with regards to UnityVS files
Time of Day update to 2.3.1 prerelease 2
Fixed TestLevel crashing editor on OSX
Made the flags inspector code a bit less shit
Fixed standalone compile error
Merge from procgen3
Updated prefab names
Updated game manifest
Protocol++ (network + save)
Fixed terrain size being really tiny in the default procedural map
Generated terrain texture atlas for Diogo
Refactoring in preparation of the forest generation features Petur requested
Refactored DecorSpawn and SpawnHandler to use the generic Prefab class
Refactored SpawnQuadtree into generic byte storage types
Reapplied changeset 3286 (probably accidentally undone)
Removed terrain height filter from some forest types (every forestX should only have the forestX filter active)
Added generic prefab class (using this for some refactoring)
Fixed NRE in PlayerWalkMovement if running in TestLevel
Patched water shader to handle foam somewhat decently at night
Fixed terrain collision not resetting if killed inside a cave
Organized "Tools" context menu
Fixed prefab names being out of sync (next server restart should fix infinitely dense forests)
Fixed some minor issues with AILocomotion
Increased bear attack range to keep him from pushing players around
Time of Day update to 2.3.1 prerelease 1
Added AIObstacleMesh to all rocks
Updated ConvexHull
Added better normal gizmo to MeshInfo
Added trivial reject to AIObstacle
Completed AIObstacleMesh (might still need some optimizations)
Fixed some meta file weirdness in the trees folder
Added some other missing meta files
Added better SSAO
Removed dynamic Z near from camera (leads to visible depth res transition with more intense SSAO)
Fixed maximum jump velocity being faster than the last movement velocity
More work on AIObstacleMesh (almost done)
Added SeedRandom.Wanghash
Disabled terrain spec until the shader supports 5.0 deferred
Don't multithread terrain generation if inside the Editor (spazzes out as of u5b8)
Time of Day update to 2.3.0 RC2
Updated image effect standard assets
Some texture import resolution auto-updates
Only auto-update texture import resolution for assets in the Assets/Content folder