5,953 Commits over 4,171 Days - 0.06cph!
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
Added priority to decor scripts
Added cull grid instance (still unused)
Added field rocks to the arctic biome
Gave rocks placement priority over bushes and made them block bush placement
Tweaked rock terrain modifiers
Tweaked bush scales
Tweaked test cave
Protocol++ (network + save)
Made monuments block other stuff from from spawning inside them as well
Hacky biome and topology map loading for TestLevel
Updated water to latest version
Fixed water shore fade and refraction
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
Trying synchronous reflection probe updating to see if that fixes the reflection probe issues
Tweaked water material reflection intensity
Time of Day update to 3.0.0 prerelease 5
Added system info tab to F1 menu
Switched system info mono section to direct calls
Removed unused code from system info
Fixed decor ordering being ambiguous for bushes
Protocol++
Updated standard assets to b21
Added generic uGUI graph class
Converted FPS graph to uGUI
Never strip TOD PP shaders
Time of Day update to 3.0.0 prerelease 6
Fixed god rays being invisible
Added terrain slope based flow direction to water animation (laying the foundation for proper waves)
Scene updates to reflect SplatOverlay rename
Fixed net_env being disabled
Removed some unused files from the base project folder
Reapplied changeset 5154 to UIScene
Split UI into pixel-perfect and scaled parts (required for FPS graph, testing for branding)
Changed ParentRedirect to AIObstacleRedirect
Strip some unused components from trees if clientside
Unity keeps modifying this
Added spawnable component to loot barrel 2
Made spawn handler log an error if a prefab does not have a spawnable component
Forgot early exit if no spawnable component is present
Added Prefab.LoadRandom
Added GameManager.CreatePrefab overloads that take a parent transform
Added RandomDecor class
Made all ICullable components get removed serverside
Moved mushroom prefabs to decor
Added randomized mushrooms to a certain tree prefab (test)