5,983 Commits over 4,413 Days - 0.06cph!
Fixed tons of issues with the player movement
Fixed terrain color map alpha not getting refreshed after placing the landmarks
Added terrain.pvt convar to toggle PVT (defaults to true on Windows and false on OS X / Linux)
Fixed forest splat almost never being 0
Fixed AI test scene and some AI obstacle gizmos
Fixed that most rocks were being placed underground
Changed terrain generator and spawn handler resolutions to factors relative to the terrain size
Protocol++
Fixed grass patch position being off by up to half a world unit (was invisible since the gap was filled by dithering anyhow)
Fixed sky prefab sun brightness being 2000 (wut)
Time of Day update to 2.2.0
Updated sky prefab and procedural scene
Made fog update every frame
Removed AI obstacle prefab preprocessor
Added icebergs to the procedural system
Fixed a couple of warnings
Made grass sample the interpolated color from the terrain color map (fixes blocky appearance of some patches)
Fixed colormap calculation sometimes being off by one relative to the splatmap
Slightly improved splat mapping
Made ClearFirstFrame always execute in edit mode if not playing
Tweaked biome distribution (more snow, less tundra)
Updated the grass system
Replaced spawn filter min/max cutoff values with a threshold value
Fixed random sand getting mixed into biome transition
Tightened biome transitions
AILocomotion adjustments in an attempt to fix animals teleporting to origin
Added GrassSpawn.Tapering parameter
Tweaked grass prefab
More impact particle effect shader updates
Time of Day update to 2.2.1 prerelease 1
Added missing meta files (just folders, nothing serious)
Auto-updated terrain asset files (5.0.0b3)
Added fps.limit X (where X = max fps, default = -1 = no limit)
Doubled some forest densities (performance test, requires server restart)
Reverted spawn debug logs
Tweaked forest distribution (more snowy trees)
More AILocomotion adjustments in another attempt to fix animals teleporting to origin
Fixed bug in AIPart (this explains the teleportation)
Tweaked forest clutter to form nicer clusters
Made grass dithering add more position and color noise in transitional areas
Biome tweaks (all trees in the snow biome are now snowy, some nicer transitional noise, requires server restart)
Tweaked spawn handler placement check height offset (may fix trees spawning inside rocks, requires server restart)
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
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++
Increased water opacity
Fixed underwater fog always being disabled
OCC (obsessive compulsive commit)
Made SERVER+CLIENT+STEAM default project compile option (I think it always used to be like this?)
Minor spawn handler tweaks
Added graphics.quality X (sets the same parameter the launcher sets, X can be between 0 and 5)
Made grass patch vertex count error log group properly in Sentry
Slightly increased grass tapering distance
Decreased grass vertex count (performance test)