5,912 Commits over 3,867 Days - 0.06cph!
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)
Merge from radtown-prefabs
Fixed Windows build being completely fucked
Protocol++ (network + save)
Fiddled in the new sand texture because the old one is killing me
Added verification (+ fallback) of the set terrain resolution to the terrain generator
Protocol++ (network + save)
Re-enabled threading in-editor
More detailed checksum mismatch logging
Made noise library use native implementation if possible, otherwise use managed fallback
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Switched noise generation to managed backend (debugging)
Always log checksum if in-editor
Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency
Updated RustNative
Updated prefab scenes
Switched TerrainNoise to double precision (using native backend by default again)
Protocol++ (network + save)
Only use native noise backend if editor, client and server
Fixed error console spam in main menu
Fixed BuildingTest scene
Updated terrain map extension editor baking to store per-terrain instead of per-scene
Added editor baking support to all terrain map extensions (WIP)
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
Added direct getters to TerrainTopologyMap and TerrainBiomeMap
Added fadeout distance and placement distance parameters to terrain modifier generator
Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
Increased sun mesh brightness and decreased moon mesh brightness to work better with bloom / lens dirt