5,912 Commits over 3,867 Days - 0.06cph!
Reduced rock count slightly
Protocol++
Color matched all rock materials (some got screwed up again by the most recent shader fixes)
Set shininess on all rock materials
Color matched (ish) sand rocks
Fixed rock shader being too dark
Disabled auto material import for some meshes
Merge from terrgen
Protocol++
Fixed missing material references on almost all snow rocks (careful with material meta files)
Fixed server compile error (please review)
Fixed material of scaled rocks forgetting its texture references
Force grass and decor to refresh all outdated patches if the origin position changed by more than one patch
Fixed a few inconsistent billboard import settings
Time of Day update to 2.1.0
Fixed material duplication for every instance of a scaled rock
Add AI OBB obstacle to rocks server-side
Re-added kinematic rigidbodies to trees (must have been removed accidentally by some merge)
Fixed flying wolves
Removed some unused outdated assets
Fixed import settings of forest 4 billboard 4-1
Even more rock material adjustments
More rock material adjustments
Removed emissive color from tree billboards
Restructured some rock folders
Adjusted sand rock colors
Added the new rocks to the procedural level
Fixed compilation error in Client.cs
Added normal mapping support to the tree billboard shader
Made rocks no longer use LOD1 as collision mesh clientside
Changed all TerrainMath.GetHeight overloads to be in world space coordinates
Made resource spawn faster in the TerrainGenerator test scene
Added min and max height to spawn filters
Added water rocks
Fixed prefab preprocessing system trying to destroy itself in-editor
Added generic prefab preprocessor system
Added serverside MeshToBoxCollider preprocessor to rocks
Improved rock spawn rules
Moved new clutter rocks to correct folder
Added a warning txt to all folders that are automatically loaded and spawned
Fixed a few rock parameters that got screwed up after Bill's downscale
Reduced probability of the turd rocks (those might become coast-only in the future)
Added @2x versions of the rocks
Renamed SpawnProbability to PrefabParameters
More terrain splat mapping improvements
Changed default terrain height pixel error to 2
Added lots of geography-related accessors to TerrainMath
More import settings tweaks
Adjusted tree billboard import settings
Added arid biome (early version)
Improved terrain color mapping
Improved terrain splat mapping
Added snow (early version)
Made spawn filter system more generic
Added the new generic spawn filter to the decor and grass systems
Added Y flipped versions of the rocks where it makes sense
Removed duplicate colliders from rock prefabs
Made rock prefabs use the first LOD as collision meshes (testing if this works nicely)
Made DecorPatch respect prefab rotation
Made billboard min and max light influence configurable via material parameter
Adjusted the spawn handler prefab to have about the same values as pre-refactoring
Even more refactoring
Made SpawnHandler a lot more generic
Added biome and forest getters to TerrainMeta
Fixed a few minor inconsistencies in TerrainMath