5,928 Commits over 3,959 Days - 0.06cph!
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
Removed trigger hack from TreeMesh
ST cleanup
Removed bush triggers as they're added incorrectly
Multiply constant fog color with light color grayscale value
Added data.export admin command (exports terrain data as RAW files)
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)
Replaced effects.grass toggle with grass.quality slider
Added terrain out of bounds check to TerrainAnchor (only affects very few seeds where the mountain would be placed partially outside of the world)
More INeedsToStartDisabled
Added INeedsToStartDisabled to a bunch of scripts
Tree optimizations
Protocol++ (network)
Second Windows path fuckup
Reverted possible Windows path fuckup which shouldn't have been committed in the first place
Fixed spawn population filters (/blame changeset 7129)
Disabled PVT by default as it doesn't seem to improve FPS for most people
Disabled shader preloading
Added "done" status to loading screen after all terrain components have been initialized
Removed some unused empty folders
Tweaked rock material terrain blending parameters
Prefab auto-updates (some serialized properties were removed it seems)