5,983 Commits over 4,413 Days - 0.06cph!
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)
Added level randomization scripts (toggle objects on monuments, spawn seed-synchronized clientside objects)
Added missing prefab references to prefab scenes
Added second ranomized entrance to radtown_small (test)
Added third game manager (only used for decor if inside the editor)
Fixed all decor having stripped meshes inside the editor
Added grass to LegacyLevelTerrain
Added grass to TestLevel because why not
Made rad town placement attempt upper bound more sane
Terrain map extension refactor
Reduced RAM usage by making some textures readonly once they're no longer required by the CPU
Reduced RAM usage by never turning biome and topology data into textures
Reduced VRAM usage by compressing the normal map at runtime
Wait two frames between world generation steps to guarantee UI refresh
Added world seed, size and checksum to system info
More layout width for the info fields in the F1 menu
Removed editor checksum debug log
Strip server-only components on client build
Fixed two script class name fuckups
Fixed ItemIcon shader being grayscale on OS X
Fixed pointless allocations in AISense
Changed AIObstacleRedirect to AISenseRedirect
Added randomized mushrooms to more trees
Added some randomization to rad towns 2 and 3
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor
Added debug logs to RandomDynamicPrefab
Added debug logs to CullCell
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor