5,949 Commits over 4,079 Days - 0.06cph!
Baked HapisIsland water map (ignore this in your next merge Petur)
Fixed some clutter issues
Disabled clutter rocks for now since they appear extremely floaty with the new per-pixel terrain displacement
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
Disabled checksum disconnect until next month
Added missing world setup object to PlayerModel scene
Fixed main menu NRE
Added "debugmode" start parameter
Converted water checks to a baked water map lookup for better performance and river support
Network++
Added topology filter to cargo plane
Refactored world initialization
Added support for procedural components to custom maps
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
Ghetto fixed possible initialization error in custom levels
Various spawntable fixes
Network++
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Fixed bridges sometimes spawning underwater
Added level info to procedural map
Made test prefab mountain less shitty
Removed bush type 3 from the procedural map (source no longer exists)
God ray experiment (apply post-fog)
Vignette experiment (apply pre-tonemapping)
Fixed cloud billboards getting culled (wrong layer)
Merge from terrain-improvements
Added decor quality slider
Improved horizon cloud lighting
Fixed flattened volumetric cloud trace in Unity 5
Fixed sky being brighter towards screen edges
Added toggle for the sharpen image effect
Completely removed clouds from the raid biome
Fixed not being able to place doors in caves
Fixed decal shader being pink on OpenGL
Added overflow checks to string to int conversion
Minor fix in the two new radtown prefabs
Updated game manifest
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Allow clients to call data.export
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time