5,953 Commits over 4,171 Days - 0.06cph!
Time of Day update to 2.3.2
Fixed some mesh import settings that would create unnamed materials on library recreation
Fixed campfire looking like metal
Removed colliders from animal skins (animal root object should handle collision)
Physics layer adjustments for less client and server lag
Added DisableMaterialImport asset processor
Organized the monument assets in a somewhat future-proof fashion
Subtracting from the subtractive satellite dish commit
Removing broken things
Restoring compatibility with the current server version
Replaced Unity water with custom water (disabled reflections and quite limited atm, but it's a solid base and will get better over time)
Made mesh obstacles bake their info to scriptable objects
Made tree colliders automatically get moved to the tree layer when updating their prefabs
Updated all the meta files to b14
Made spawn rules for players easily configurable on the spawn handler prefab
Made players always spawn on beaches in the temperate biome
Added ParentRedirect component
Made tree colliders redirect AI sensing to their parent
Made DangerInfo, ObstacleInfo and TargetInfo keep references to their game object instead of their collider
Changed the AI sensing masks to interest and occlusion
Made AI sensing find trees again
Made the AI danger and obstacle lists guarantee no duplicate entries again
Updated terrain anchors to fit the new dish monument
Only disable material import on meshes on first import (i.e. artists can manually re-enable it for individual models)
Made satellite dish monument use the correct materials
Made asset importing faster by only checking the meta file for meshes
Made LightLOD fade shadows in and out instead of hard-toggling them
Fixed that the lowest two quality settings would disable all dynamic lighting
Properly setup lighthouse monument scenes
Removed special handling of SceneToPrefab for monuments (i.e. getting the output folder from their tag)
Forced all procedurally spawned prefabs to be inside the autospawn folder
Moved all monuments to the autospawn folder
Added lighthouses to the monument spawn system (spawn rules are placeholders, brace yourselves for lighthouses in rivers)
Protocol++
Fixed lighthouse recreating the material on library recreate (reverted material names)
Disabled material import on satellite dish collider meshes
Tools -> Update -> Prefab Scenes
Fixed various issues in TestLevel (missing prefab references, wobbly flowers everywhere, trees everywhere)
Fixed pink material on the base of lighthouse type 2
Added TerrainExtension system
Made meta, math, skin, layout and tree batching terrain extensions that work with any terrain
Refactored the first part of the terrain generator to utilize terrain extensions
Converted more scripts to use TerrainExtension
Added some basic extensions to the test level terrain
Reapplied changes up to commit 4026
Rebuilt all scene prefabs after all that chaos and destruction
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
Added TerrainCollision to procedural terrain again
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
Updated water to latest version
Enabled water reflections (toggle via F2 menu)
Added checksum log on terrain generation (debug)
Log detailed terrain checksums after all generation is complete (debug)
Globally extraced min and max noise seed values to TerrainNoise
Removed unused / broken gizmos
Switched noise generation backend to managed until native cross-platform issues are fixed (still running native in-editor for faster loading times)