5,953 Commits over 4,171 Days - 0.06cph!
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
Minor iceberg spawn filter fix
Shortened world checksum to two segments (way faster and still fairly safe)
Smoothed climate blending over time
Moved climate from net_env to its own prefab so that it's no longer duplicated (CL/SV) in the editor
Added a ton of new decor and some new tree types
Fixed static decor not aligning to normal
Made dynamic decor always align to normal by default (can still be overridden per-prefab)
Disabled roadside trees (until the roadside topology fix can be merged to main)
Workaround for "group < 0x7fff" spam on load inside the editor
Temporary fix for players spawning at world origin with some seeds
Time of Day update to 3.0.1
Added aerial density and fog color to climate blending
Updated some image effect shader syntax
Time of Day update to 3.0.1f2
Added basic refraction shader
Setup crystal prefabs
Made spawn handler preserve any prefab rotation
Removed some debug remote logging that never happens
Time of Day update to 3.0.2
Set the ingame date to the the current date when starting a server (only date, not time)
Made standard refraction shader blending physically correct (alpha only affects diffuse)
Scene2Prefab (updated satellite dish prefab)
Changed camera clear flags to solid color
Fixed that the camera instance in the procedural map scene was overriding the clear flags setting of its prefab
Fixed GameTrace failing inside caves
Removed depth offset from sky shaders
Updated ProjectSettings to u5p2
Water normal map fiddling
Increased overall brightness of the night with full moon
Added climate prefab to TestLevel
Merge from terrain-improvements
Fixed some missing references in BuildingTest
Tweaked path texture scale
Shader preloading with ShaderVariants asset (Shader.WarmumAllShaders only preloads the current scene and loaded resources)
Startup crash on OSX debugging
Wait two frames after updating UI in bootstrapping (this is required in the terrain generator, so probably also here)
Suddenly a few more shader variants appeared... okay.
Fixed some tree types spawning indefinitely
Added failsafe for future fuckups of this sort
Fixed the occasional spawn inside rocks
Tweaked road terrain adjustments
Tweaked rock topology radii
Increased distance between two cliff meshes by 50%
Protocol++ (network + save)
Prefab auto-updates (some serialized properties were removed it seems)
Tweaked rock material terrain blending parameters
Removed some unused empty folders
Added "done" status to loading screen after all terrain components have been initialized
Disabled shader preloading
Disabled PVT by default as it doesn't seem to improve FPS for most people
Fixed spawn population filters (/blame changeset 7129)
Reverted possible Windows path fuckup which shouldn't have been committed in the first place
Second Windows path fuckup
Tree optimizations
Protocol++ (network)