5,912 Commits over 3,867 Days - 0.06cph!
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
Added default Unity terrain shader to shader include list
Added metal bars to the inside of the top tier wall
Tweaked terrain collision trigger gizmos
Fixed one tiny area in the Hapis tunnel that was triggerless
Added terrain collision triggers to Hapis tunnel
Made clouds play nice with HDR
Time of Day update
Made nights not have a 100% black sky
Fixed terrain mesh -> grass mesh transition being uneven with the new grass coloring
Fixed missing spec map reference on dirt road material
Made grass LOD setting only affect somewhat distant grass patches
Fixed some shaders and materials on super low shader levels
Fixed some rocks that need terrain blending having it disabled
Changed some loading screen names
Tools -> Update -> SpeedTree
Fixed roadside clutter sometimes facing the wrong way
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Fixed time not progressing
Merge from terrain-improvements-2 (procgen8 + hapis3)
Fixed early singleton initialization in standalone builds
Changed TerrainColors to accept runtime changes in TerrainConfig
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
Disabled vertexlit fallback on all of our custom standard shaders (falls back to it with lod shader LODs, looks utterly broken)
Tweaked particle accumulation texture tiling of generic rock materials
Added ParticleSystemCull (use this Petur)