5,909 Commits over 3,867 Days - 0.06cph!
Changed camera clear flags to solid color
Scene2Prefab (updated satellite dish prefab)
Made standard refraction shader blending physically correct (alpha only affects diffuse)
Time of Day update to 3.0.2
Set the ingame date to the the current date when starting a server (only date, not time)
Removed some debug remote logging that never happens
Added basic refraction shader
Setup crystal prefabs
Made spawn handler preserve any prefab rotation
Time of Day update to 3.0.1f2
Updated some image effect shader syntax
Time of Day update to 3.0.1
Added aerial density and fog color to climate blending
Temporary fix for players spawning at world origin with some seeds
Workaround for "group < 0x7fff" spam on load inside the editor
Disabled roadside trees (until the roadside topology fix can be merged to main)
Fixed static decor not aligning to normal
Made dynamic decor always align to normal by default (can still be overridden per-prefab)
Added a ton of new decor and some new tree types
Smoothed climate blending over time
Moved climate from net_env to its own prefab so that it's no longer duplicated (CL/SV) in the editor
Shortened world checksum to two segments (way faster and still fairly safe)
Minor iceberg spawn filter fix
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
Updated all TestLevel bakes
Refactored splat and biome maps to natively support bit masks in their getters
Refactored the way terrain colors are sampled to support one color per splat per biome
Reorganized some decor folders
Fixed resources spawning on cliffs
Increased min view distance from 50 to 250 to prevent nightvision trickery
Added a generic base class for processed textures
Added BlurTexture class (because why not)
Added BlendTexture class that blends two textures together (replaces BlentLUT)
Added all functionality of AtmosphericBlend to Climate (blending now uses biomes)
Removed AtmosphericBlend and BlendLUT
Added HorizontalAttribute to draw things in the inspector horizontally instead of vertically
Removed giant collider from warehouse
Fixed calculated climate temperature being 1/4 of the actual temperature
Assigned proper physics material to trees
Added colliders to bridges (oops)
Rebaked test level biome texture
Fixed biome map texture unpacking
Further water shader improvements in preparation of rivers (getting close)
Added cutoff and tapering values to decor system
Removed unnecessary Camera.main queries from the grass and decor systems
Some water shader define renames for the river shader
Clamp reflections that go horizontally off screen (only cut off if vertically off screen)
Fix confirmed, remove debugging stuff
Reapplied water changes with reduced maximum loop unroll depth
Re-added the 3 water qualities (hopefully working around the presumed Unity bug this time)
Updated water shader in preparation for river shader