5,983 Commits over 4,413 Days - 0.06cph!
Implemented topology, biome and color terrain map bakes and loads
Made terrain map bakes handle size mismatches gracefully
Removed NPCLocomotion raycast height snap fallback
Fixed harmless warning in PrefabPreProcess
Changed heightmap extraction from bake to runtime
Enabled normalmap extraction from compressed texture
Added runtime compression to colormap
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
Added process info to F1 menu if it can be retrieved on the current platform
Made paths flatten the terrain around them
Fixed that some monuments could still spawn inside each other
Refactored terrain maps to use 2D and 3D base classes
Added some additional set overloads to terrain maps
Added methods to push / pop the current editing target to terrain maps
Protocol++ (network + save)
Unified splat and overlay terrain modifiers
Made paths avoid obstacles like rocks, monuments and rad towns
Kept dynamic resource spawns from dithering out of their spawn areas
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
Moved everything on the occluder layer to the invisible layer (occluder layer is no longer in use or functional)
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Fixed lighthouses spawning underwater
Fixed spawn filter of clutter flowers
Fixed TestLevel splats getting cleared when running the scene
Updated sand texture to latest version
Updated snow texture to latest version
Updated path texture placeholder to different placeholder (from main/roads)
Added .live-archive to ignore.conf
Protocol++ (network + save)
Fixed that some rocks wouldn't spawn (incorrect prefab folder)
Tweaked some spawn rules
Tweaked colormap (clientside)
Time of Day update to latest
Increased topology modifier radius of rocks 7, 9, 10 and 13 to prevent roads from going through them
Increased required distance between two powerline poles
Tightened shore topology to keep lighthouses from spawning very far out in the ocean
Removed the ugly bridge placeholders (roads stop at the shore now, bridges will be added once we got some art)
Made bridges more expensive for the road planner
Fixed build postprocessing error by doing random motions in the project panel http://i.imgur.com/lz7hOlC.gif
Made ScenesToPrefabs check both the timestamp from editor preferences and the prefab file modify timestamp
Made SceneToPrefab prefab replacement a bit less hacky
Fixed SceneToPrefab not removing itself after overriding the prefab
Protocol++ (network + save)
Manually backported changesets 5737 and 5740 to main
Log exception message as warning if noise cannot connect to native backend
Fixed RockMaterial error in test level
Added noise verification of the 1D value, 1D gradient and 2D gradient overloads
Made noise verification sample at random positions in the valid noise range rather than hardcoded boundaries
Log more specific warning in safe mode
Added property to ignore a certain splat to TerrainSplatSetGenerator
Updated radtown prefab splat modifiers
Fixed generic monuments occasionally spawning partially inside radtowns
Protocol++ (network + save)
Added missing colliders to the arctic field trees
Tweaked rock scale ranges
Forbid building directly on roads
Added global fog image effect (now in addition to aerial perspective)
Made satellite dish metal grate material cutout
Fixed missing references on the northern field tree colliders
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
Updated water to latest version
Removed directional light from reflection probe bake
Removed smoothness workaround from water shader (no longer required)
Reverted accidental water render queue change
Added low, medium and high water qualities