5,983 Commits over 4,413 Days - 0.06cph!
Enabled reflection probes on OS X / Linux if in-editor (no problems there)
Increased sun mesh brightness and decreased moon mesh brightness to work better with bloom / lens dirt
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
Added fadeout distance and placement distance parameters to terrain modifier generator
Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
Added direct getters to TerrainTopologyMap and TerrainBiomeMap
Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
Added editor baking support to all terrain map extensions (WIP)
Fixed BuildingTest scene
Updated terrain map extension editor baking to store per-terrain instead of per-scene
Fixed error console spam in main menu
Only use native noise backend if editor, client and server
Updated RustNative
Updated prefab scenes
Switched TerrainNoise to double precision (using native backend by default again)
Protocol++ (network + save)
Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency
Always log checksum if in-editor
Switched noise generation to managed backend (debugging)
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Made noise library use native implementation if possible, otherwise use managed fallback
More detailed checksum mismatch logging
Re-enabled threading in-editor
Protocol++ (network + save)
Added verification (+ fallback) of the set terrain resolution to the terrain generator
Fiddled in the new sand texture because the old one is killing me
Fixed Windows build being completely fucked
Protocol++ (network + save)
Merge from radtown-prefabs
Protocol++ (network + save)
Updated dirt coloring under decor rocks
Applied new dirt coloring to cave prefab
Improved native noise failure detection
Added safemode argument (boolean)
Added more details to the managed noise fallback exception
Removed unsafe keyword from noise fallback
Spawn bright clutter rocks around bright decor rocks
Added more native noise backend logging
Fixed server compilation (EffectRecycle)
Cherry picked commit #5023 to main
Fixed cave exploit that would allow to get inside a mountain
Merge from bushes-everywhere
Protocol++ (network + save)
Made terrain map bakes store PNGs instead of Unity assets
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
Prefixed native calls to prevent accidental usage in the future
Initial version of the dynamic cull grid