5,949 Commits over 4,079 Days - 0.06cph!
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
Added low, medium and high water qualities
Reverted accidental water render queue change
Removed smoothness workaround from water shader (no longer required)
Removed directional light from reflection probe bake
Updated water to latest version
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
Fixed missing references on the northern field tree colliders
Made satellite dish metal grate material cutout
Added global fog image effect (now in addition to aerial perspective)