10,480 Commits over 4,171 Days - 0.10cph!
Fixed biome map texture unpacking
Rebaked test level biome texture
Added colliders to bridges (oops)
Assigned proper physics material to trees
Fixed calculated climate temperature being 1/4 of the actual temperature
Removed giant collider from warehouse
Added HorizontalAttribute to draw things in the inspector horizontally instead of vertically
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 a generic base class for processed textures
Added BlurTexture class (because why not)
Increased min view distance from 50 to 250 to prevent nightvision trickery
Fixed resources spawning on cliffs
Reorganized some decor folders
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
Updated all TestLevel bakes
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
Minor iceberg spawn filter fix
Shortened world checksum to two segments (way faster and still fairly safe)
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
Added a ton of new decor and some new tree types
Fixed forestside topology getting incorrectly flagged as roadside topology
Fixed static decor not aligning to normal
Made dynamic decor always align to normal by default (can still be overridden per-prefab)
Disabled roadside trees (until the roadside topology fix can be merged to main)
Subtracted changeset 6468
Properly separated ocean and lake topologies
Fixed players sometimes spawning next to lakes
Fixed lighthouses sometimes spawning on lakes
Fixed lakeside decor sometimes spawning next to ocean
Refactored static decor placement (now uses noise octaves instead of shitty blob clustering)
Tweaked lake and island shape
Workaround for "group < 0x7fff" spam on load inside the editor
Temporary fix for players spawning at world origin with some seeds
Reduced maximum allowed path slope from 35 degrees to 30 degrees
Only generate rivers of a certain length, discard super short ones
Added cliff prototypes
Added three static decor placement types (white noise, value noise and uniform)
Fixed the cause of a metric ton of road network generation weirdness
Only generate roads of a certain length, discard super short ones
Reduced minimum distance between two rad towns
Path / bridge tweaks and fixes
Updated riverside and roadside spawn filters
Experimenting with a new rock tinting technique (for smooth biome transitions)
Made all per-object decor randomizations fully modular
Changed rock material adjustments from Start to Awake
Tweaked DecorComponent seed handling
Tweaked cliffs
Improved randomness of SeedRandom.Sign
Time of Day update to 3.0.1
Added aerial density and fog color to climate blending