5,953 Commits over 4,171 Days - 0.06cph!
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
Re-added the 3 water qualities (hopefully working around the presumed Unity bug this time)
Updated water shader in preparation for river shader
Reapplied water changes with reduced maximum loop unroll depth
Fix confirmed, remove debugging stuff
Clamp reflections that go horizontally off screen (only cut off if vertically off screen)
Some water shader define renames for the river shader
Removed unnecessary Camera.main queries from the grass and decor systems
Added cutoff and tapering values to decor system
Further water shader improvements in preparation of rivers (getting close)
Fixed biome map texture unpacking
Rebaked test level biome texture
Added colliders to bridges (oops)
Assigned proper physics material to trees
Fixed calculated climate temperature being 1/4 of the actual temperature
Removed giant collider from warehouse
Added HorizontalAttribute to draw things in the inspector horizontally instead of vertically
Added BlendTexture class that blends two textures together (replaces BlentLUT)
Added all functionality of AtmosphericBlend to Climate (blending now uses biomes)
Removed AtmosphericBlend and BlendLUT
Added a generic base class for processed textures
Added BlurTexture class (because why not)
Increased min view distance from 50 to 250 to prevent nightvision trickery
Fixed resources spawning on cliffs
Reorganized some decor folders
Refactored splat and biome maps to natively support bit masks in their getters
Refactored the way terrain colors are sampled to support one color per splat per biome
Updated all TestLevel bakes