5,941 Commits over 4,018 Days - 0.06cph!
Added Prefab.LoadRandom
Added GameManager.CreatePrefab overloads that take a parent transform
Added RandomDecor class
Made all ICullable components get removed serverside
Moved mushroom prefabs to decor
Added randomized mushrooms to a certain tree prefab (test)
Forgot early exit if no spawnable component is present
Added spawnable component to loot barrel 2
Made spawn handler log an error if a prefab does not have a spawnable component
Unity keeps modifying this
Changed ParentRedirect to AIObstacleRedirect
Strip some unused components from trees if clientside
Reapplied changeset 5154 to UIScene
Split UI into pixel-perfect and scaled parts (required for FPS graph, testing for branding)
Removed some unused files from the base project folder
Fixed net_env being disabled
Scene updates to reflect SplatOverlay rename
Added terrain slope based flow direction to water animation (laying the foundation for proper waves)
Fixed god rays being invisible
Time of Day update to 3.0.0 prerelease 6
Never strip TOD PP shaders
Added generic uGUI graph class
Converted FPS graph to uGUI
Updated standard assets to b21
Removed unused code from system info
Fixed decor ordering being ambiguous for bushes
Protocol++
Switched system info mono section to direct calls
Added system info tab to F1 menu
Time of Day update to 3.0.0 prerelease 5
Trying synchronous reflection probe updating to see if that fixes the reflection probe issues
Tweaked water material reflection intensity
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
Updated water to latest version
Fixed water shore fade and refraction
Hacky biome and topology map loading for TestLevel
Made monuments block other stuff from from spawning inside them as well
Added priority to decor scripts
Added cull grid instance (still unused)
Added field rocks to the arctic biome
Gave rocks placement priority over bushes and made them block bush placement
Tweaked rock terrain modifiers
Tweaked bush scales
Tweaked test cave
Protocol++ (network + save)
Initial version of the dynamic cull grid
Prefixed native calls to prevent accidental usage in the future
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
Made terrain map bakes store PNGs instead of Unity assets
Protocol++ (network + save)
Merge from bushes-everywhere
Fixed cave exploit that would allow to get inside a mountain
Cherry picked commit #5023 to main
Fixed server compilation (EffectRecycle)
Added more native noise backend logging
Spawn bright clutter rocks around bright decor rocks
Removed unsafe keyword from noise fallback
Added more details to the managed noise fallback exception
Improved native noise failure detection
Added safemode argument (boolean)
Applied new dirt coloring to cave prefab
Updated dirt coloring under decor rocks
Protocol++ (network + save)