5,937 Commits over 3,987 Days - 0.06cph!
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
Fixed possible NRE in AI code
Added resource layer to collision_setup masks
Tweaked bush spawns and billboard lighting
Extended TerrainMath by world space getters
Refactored TerrainMath and TerrainMeta
Optimized initial resource spawn performance
Added all layers to spawn handler placement check mask
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
Fixed bug in DecorPatch that caused clusters to spawn outside the patch bounds
Made a few things to prefabs that were per-scene objects up until now
Tried more rock spawn experiments
Removed NetworkSleep from rock prefabs (they're not entities)
Dialed back bush count a little (I think I went a little overboard there)
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
Added an insane amount of rocks
Added placement check layer mask to the resource spawner
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
Added TransformUtil overloads that take a LayerMask
Removed world layer from water reflection, it'll kill us with the new amount of rocks
Reorganized some texture locations
Moved all of the new world prefabs to the world layer
Updated rock prefabs (still needs work)
Added min/max rotation and offset to decor spawn system
Added SeedRandom.Value (returns 0-1)
Moved test rock group to its own folder, it'll need more advanced handling
Added prefabs for all the forests
Fixed that poor tree having no textures