5,941 Commits over 4,018 Days - 0.06cph!
Protocol++ (network + save)
Fixed SceneToPrefab not removing itself after overriding the prefab
Made ScenesToPrefabs check both the timestamp from editor preferences and the prefab file modify timestamp
Made SceneToPrefab prefab replacement a bit less hacky
Fixed build postprocessing error by doing random motions in the project panel http://i.imgur.com/lz7hOlC.gif
Increased topology modifier radius of rocks 7, 9, 10 and 13 to prevent roads from going through them
Increased required distance between two powerline poles
Tightened shore topology to keep lighthouses from spawning very far out in the ocean
Removed the ugly bridge placeholders (roads stop at the shore now, bridges will be added once we got some art)
Made bridges more expensive for the road planner
Time of Day update to latest
Tweaked colormap (clientside)
Fixed that some rocks wouldn't spawn (incorrect prefab folder)
Tweaked some spawn rules
Protocol++ (network + save)
Added .live-archive to ignore.conf
Updated sand texture to latest version
Updated snow texture to latest version
Updated path texture placeholder to different placeholder (from main/roads)
Fixed TestLevel splats getting cleared when running the scene
Fixed spawn filter of clutter flowers
Fixed lighthouses spawning underwater
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
Unified splat and overlay terrain modifiers
Made paths avoid obstacles like rocks, monuments and rad towns
Kept dynamic resource spawns from dithering out of their spawn areas
Made paths flatten the terrain around them
Fixed that some monuments could still spawn inside each other
Refactored terrain maps to use 2D and 3D base classes
Added some additional set overloads to terrain maps
Added methods to push / pop the current editing target to terrain maps
Protocol++ (network + save)
Added process info to F1 menu if it can be retrieved on the current platform
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
Implemented topology, biome and color terrain map bakes and loads
Made terrain map bakes handle size mismatches gracefully
Removed NPCLocomotion raycast height snap fallback
Fixed harmless warning in PrefabPreProcess
Changed heightmap extraction from bake to runtime
Enabled normalmap extraction from compressed texture
Added runtime compression to colormap
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor
Added debug logs to CullCell
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor
Added debug logs to RandomDynamicPrefab
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
Added some randomization to rad towns 2 and 3
Added randomized mushrooms to more trees
Fixed pointless allocations in AISense
Changed AIObstacleRedirect to AISenseRedirect
Fixed ItemIcon shader being grayscale on OS X
Fixed two script class name fuckups
Strip server-only components on client build
Removed editor checksum debug log
More layout width for the info fields in the F1 menu
Added world seed, size and checksum to system info
Wait two frames between world generation steps to guarantee UI refresh
Terrain map extension refactor
Reduced RAM usage by making some textures readonly once they're no longer required by the CPU
Reduced RAM usage by never turning biome and topology data into textures
Reduced VRAM usage by compressing the normal map at runtime
Made rad town placement attempt upper bound more sane
Added grass to TestLevel because why not
Added grass to LegacyLevelTerrain
Added level randomization scripts (toggle objects on monuments, spawn seed-synchronized clientside objects)
Added missing prefab references to prefab scenes
Added second ranomized entrance to radtown_small (test)
Added third game manager (only used for decor if inside the editor)
Fixed all decor having stripped meshes inside the editor