5,953 Commits over 4,171 Days - 0.06cph!
Added INeedsToStartDisabled to a bunch of scripts
More INeedsToStartDisabled
Added terrain out of bounds check to TerrainAnchor (only affects very few seeds where the mountain would be placed partially outside of the world)
Replaced effects.grass toggle with grass.quality slider
PrefabAttribute tweaks
Mountain terrain blending tweaks
Replaced monument terrain blending with a system similar to mountain blending (WIP, no splat support yet)
Rock layer fixes (grass can grow on certain rocks again)
Road planner improvements
Reallowed diagonals in road planner
Tweaked bridge cost in road planner
Protocol++ (network + save)
Added data.export admin command (exports terrain data as RAW files)
Multiply constant fog color with light color grayscale value
ST cleanup
Removed bush triggers as they're added incorrectly
Removed trigger hack from TreeMesh
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time
Allow clients to call data.export
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Minor fix in the two new radtown prefabs
Updated game manifest
Added overflow checks to string to int conversion
Fixed decal shader being pink on OpenGL
Fixed not being able to place doors in caves
Completely removed clouds from the raid biome
Added toggle for the sharpen image effect
Fixed sky being brighter towards screen edges
Fixed flattened volumetric cloud trace in Unity 5
Improved horizon cloud lighting
Added decor quality slider
Merge from terrain-improvements
Fixed cloud billboards getting culled (wrong layer)
Vignette experiment (apply pre-tonemapping)
God ray experiment (apply post-fog)
Removed bush type 3 from the procedural map (source no longer exists)
Added level info to procedural map
Made test prefab mountain less shitty
Fixed bridges sometimes spawning underwater
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Various spawntable fixes
Network++
Ghetto fixed possible initialization error in custom levels
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
Refactored world initialization
Added support for procedural components to custom maps
Added topology filter to cargo plane