5,941 Commits over 4,018 Days - 0.06cph!
Enforce fog when rain reaches a certain strength
Increased rain and fog chance
Fixed rain drop impacts sometimes being spawned midair
Added CraggyIsland to the standalone build (can be used as a minimal testing ground for quick server tests)
Added TerrainCollision to CraggyIsland
Check if a building part is inside a solid segment of the terrain collider and prevent placement if that's the case
Fade out furnace light sources as well when fading out their shadows
Added distance bias to LightLOD
Fixed bootstrapping taking a very long time on OSX
Removed creepy ghost box that was following me around on CraggyIsland
Tweaked night god ray color gradient
Made god ray intensity high enough for them to actually be visible
Removed grid pattern from snow height map like the artist I am
Reverted world setup change that led to it being called twice when playing inside the editor
Another attempt to fix Unity terrain shader warning on startup
ProceduralObject NRE debugging
EAC compile fix (send help)
Cleaned up convar structure
Fixed status console command calling pool.status clientside
Replaced a bunch of horrible code with the new [CreateAssetMenu] attribute
A couple of CLIENT ifdefs
Better developer test for the console dev tools
Fixed graph UI being affected by image effects
Reduced size of water collider because those insane scales really mess with its accuracy
More building optimizations
Strip any scripts that are on the building skin prefab when creating the guide because it should only be visual
Fixed that some building block conditional model renderers were disabled
Updated building block prefabs to use draw call batching
Added AssetPool
Improved draw call batching
First version of an optimized custom draw call batching system
Don't spawn tundra field trees in the arid biome
Fixed climate script being stripped from servers
Hemp copy & paste to procmap
Subtracted changeset 8635
Properly fixed ocean water level
Added faster calculation path for colliders that are equal to their AABB to AddToWaterMap
Let's try not having 5000 audio sources in the camera prefab, see if that works
Fixed floating boxes in the airfield hangars
Fixed airfield loot crate spawn points
Allowed trees to spawn all around monuments if those happen to spawn in forests
Refactored some path code
Added topology, splat and width to path placement inspector
Fixed that roadside decor would spawn next to runways