5,909 Commits over 3,867 Days - 0.06cph!
Made SERVER+CLIENT+STEAM default project compile option (I think it always used to be like this?)
OCC (obsessive compulsive commit)
Increased water opacity
Fixed underwater fog always being disabled
Added per-biome grass textures
Refactored the way SpawnFilter and TerrainMath handle temperature
Tweaked terrain generation (now allows seeds that would lead to collider overflows in Unity 4)
Protocol++
Refactored grass system to support multiple instances thereof
Added support for using different filters for every texture in the atlas to the grass system
Removed some unused code from TerrainMath
Tweaked spawn handler placement check height offset (may fix trees spawning inside rocks, requires server restart)
Biome tweaks (all trees in the snow biome are now snowy, some nicer transitional noise, requires server restart)
Made grass dithering add more position and color noise in transitional areas
Tweaked forest clutter to form nicer clusters
Fixed bug in AIPart (this explains the teleportation)
More AILocomotion adjustments in another attempt to fix animals teleporting to origin
Tweaked forest distribution (more snowy trees)
Reverted spawn debug logs
Doubled some forest densities (performance test, requires server restart)
Added fps.limit X (where X = max fps, default = -1 = no limit)
Auto-updated terrain asset files (5.0.0b3)
Added missing meta files (just folders, nothing serious)
Time of Day update to 2.2.1 prerelease 1
More impact particle effect shader updates
Added GrassSpawn.Tapering parameter
Tweaked grass prefab
AILocomotion adjustments in an attempt to fix animals teleporting to origin
Fixed random sand getting mixed into biome transition
Tightened biome transitions
Updated the grass system
Replaced spawn filter min/max cutoff values with a threshold value
Tweaked biome distribution (more snow, less tundra)
Made ClearFirstFrame always execute in edit mode if not playing
Slightly improved splat mapping
Fixed colormap calculation sometimes being off by one relative to the splatmap
Made grass sample the interpolated color from the terrain color map (fixes blocky appearance of some patches)
Fixed a couple of warnings
Added icebergs to the procedural system
Removed AI obstacle prefab preprocessor
Made fog update every frame
Updated sky prefab and procedural scene
Time of Day update to 2.2.0
Fixed sky prefab sun brightness being 2000 (wut)
Fixed grass patch position being off by up to half a world unit (was invisible since the gap was filled by dithering anyhow)
Fixed that most rocks were being placed underground
Changed terrain generator and spawn handler resolutions to factors relative to the terrain size
Protocol++
Fixed AI test scene and some AI obstacle gizmos
Fixed forest splat almost never being 0
Added terrain.pvt convar to toggle PVT (defaults to true on Windows and false on OS X / Linux)
Fixed terrain color map alpha not getting refreshed after placing the landmarks
Fixed tons of issues with the player movement
Refactored wolf controller
Added behaviour trees + controllers for all animal types (shouldn't change anything - copy & paste for now)
Updated animal prefabs
Fixed wood pile being hyper bright
Updated ProjectVersion.txt to 5.0.0b3
Made all AIObstacle classes respect object scales
Added AIObstacle components to the cubes in the test level