5,953 Commits over 4,171 Days - 0.06cph!
Reorganized some texture locations
Removed world layer from water reflection, it'll kill us with the new amount of rocks
Added TransformUtil overloads that take a LayerMask
Added resource layer, put all resources on that layer and added it to the wolf obstacle mask
Added an insane amount of rocks
Added placement check layer mask to the resource spawner
Made rocks spawn dynamically around player (reduced loading time and memory usage, triggers some PhysX refreshes though)
Dialed back bush count a little (I think I went a little overboard there)
Removed NetworkSleep from rock prefabs (they're not entities)
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
Fixed GameManager ignoring adjusted per-prefab probabilities in some overloads
Added all layers to spawn handler placement check mask
Extended TerrainMath by world space getters
Refactored TerrainMath and TerrainMeta
Optimized initial resource spawn performance
Tweaked bush spawns and billboard lighting
Added resource layer to collision_setup masks
Fixed possible NRE in AI code
Even more refactoring
Made SpawnHandler a lot more generic
Added biome and forest getters to TerrainMeta
Fixed a few minor inconsistencies in TerrainMath
Adjusted the spawn handler prefab to have about the same values as pre-refactoring
Made billboard min and max light influence configurable via material parameter
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
Added Y flipped versions of the rocks where it makes sense
Made spawn filter system more generic
Added the new generic spawn filter to the decor and grass systems
Added snow (early version)
Added arid biome (early version)
Improved terrain color mapping
Improved terrain splat mapping
Adjusted tree billboard import settings
More import settings tweaks
Added lots of geography-related accessors to TerrainMath
Changed default terrain height pixel error to 2
More terrain splat mapping improvements
Renamed SpawnProbability to PrefabParameters
Added @2x versions of the rocks
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)
Improved rock spawn rules
Added generic prefab preprocessor system
Added serverside MeshToBoxCollider preprocessor to rocks
Fixed prefab preprocessing system trying to destroy itself in-editor
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
Made rocks no longer use LOD1 as collision mesh clientside
Added normal mapping support to the tree billboard shader
Fixed compilation error in Client.cs
Restructured some rock folders
Adjusted sand rock colors
Added the new rocks to the procedural level
Removed emissive color from tree billboards
More rock material adjustments