5,953 Commits over 4,171 Days - 0.06cph!
Even more rock material adjustments
Removed some unused outdated assets
Fixed import settings of forest 4 billboard 4-1
Re-added kinematic rigidbodies to trees (must have been removed accidentally by some merge)
Fixed flying wolves
Add AI OBB obstacle to rocks server-side
Fixed material duplication for every instance of a scaled rock
Time of Day update to 2.1.0
Fixed a few inconsistent billboard import settings
Force grass and decor to refresh all outdated patches if the origin position changed by more than one patch
Fixed material of scaled rocks forgetting its texture references
Fixed server compile error (please review)
Fixed missing material references on almost all snow rocks (careful with material meta files)
Merge from terrgen
Protocol++
Disabled auto material import for some meshes
Fixed rock shader being too dark
Color matched (ish) sand rocks
Set shininess on all rock materials
Color matched all rock materials (some got screwed up again by the most recent shader fixes)
Reduced rock count slightly
Protocol++
Changed terrain minimum pixel error to 5
Added a dev layer toggle console commands
Ensured that all decor objects are on the world layer
Moved clouds and auroras to the sky layer
Moved water fog volume to the water layer
Minor tweaks to the terrain generator configuration
Properly fixed the night texture (don't modify stuff in Third Party, use the duplicate material so that we can update without worrying)
Fixed forest 4 tree 4 enjoying himself some post billboard fade invisible time
Fixed terrain quality not being applied on initial scene load (Performance++)
Changed spawn handler to have a density (# per km^2) rather than a fixed number per population
Added dev.sampling X to enable downsampling (X = 2 means 200% rendering res, downsampled to 100%)
Reverted tonemapping since adaptive algorithms are broken on OS X (Unity bug submitted + confirmed)
Changed default time to 6 AM again (i.e. time after server restart)
Added TerrainMath colormap getters
Fixed grass patches sometimes looking like someone's lawn (will miss those neat square patches)
Fixed some minor spawn filter things (mainly changed all getters to interpolated versions thereof)
Reorganized the decor spawn systems
Added terrain anchor script that can be used to define terrain requirements for spawning a certain object
Added list decor spawn type to spawn all objects from a list once
Added test wolf monument to the procedural map
Fixed some decor system and spawn filter fuckups
Made monuments spawn on server as well
Fixed monuments aligning to terrain normal by default
Refactored & cleaned up decor spawn system
Changed TerrainAnchor to use interpolated terrain height
Fixed server compile error (minimal hotfix, there should probably be more of the view model code in #if CLIENT)
Changed MeshToBoxCollider to SetupAIObstacle (no longer offers option to convert to box collider)
Made some preprocessing / parameter scripts auto-destroy on instantiate
Removed garbage collect calls from terrain generator (I feel like we should have a policy to only call those from a single place)
Fixed wolf monument having some crazy offset relative to its root, clipping it into whatever is in its way
Unity Pro image effects update to 4.5.3
Fixed terrain anchor check extension method and added overload without explicit position and rotation
Replaced TransformEx.GetComponentsInChildrenEx with Transform.GetComponentsInChildren(includeInactive = true)
Added *.pdb.meta to ignore.conf
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Refactored TerrainMeta (so... many... changes...)
Reworked the way the spawn handler keeps track of population count to support saving in the future
Added new spawnable script to animals
Increased animal density
Made AI part ticks distribute more evenly between frames