10,558 Commits over 4,352 Days - 0.10cph!
Slightly increased max terrain height mismatch on rad towns 1 and 2 (helps finding spots on mountainy seeds)
Improved and optimized road network generation
Tweaked terrain parameters
Fixed all decor seeing a scale of 1 in Awake()
Added bridge blockouts to lakes, oceans and riverbeds
Don't attempt to spawn bridges if no target direction can be found
Added noise to terrain modifiers for less circular, more scattered shapes
Refactored decor spawning backend
Added method to scatter static decor directly onto paths (roads / rivers)
Only add terrain modifier noise to splat and color
Added rocks to riverbeds
Tweaked some rock decor terrain modifiers
Changed splat selection enum values to powers of two
Added colliders to all lighthouse bases
No longer connect lighthouses to the road network
Increased number of attempts to place lighthouses
Strip RockMaterial component in server builds
Updated cave prefab
Added warehouse monument
Bridge mesh placement tweak
Refactored the way decor parameters are applied on placement
Fixed minor colormap alpha issue
Added river water mesh generation (WIP)
Added delta modifier methods to the terrain height map (mostly for rivers)
Cleaned up some terrain map code
Added test river mesh material
Made terrain raycasting optional
Merge from main (aka scene merge from hell)
Reapplied radtown scene changes
Re-added the 3 water qualities (hopefully working around the presumed Unity bug this time)
Updated water shader in preparation for river shader
Reapplied water changes with reduced maximum loop unroll depth
Fix confirmed, remove debugging stuff
Clamp reflections that go horizontally off screen (only cut off if vertically off screen)
Added tangents to river meshes
Oprimized river mesh geometry (less stretched triangles)
Setup river mesh UV coordinates to work with the river shader
Some water shader define renames for the river shader
Merged water changes from main
Removed unnecessary Camera.main queries from the grass and decor systems
Added cutoff and tapering values to decor system
Further water shader improvements in preparation of rivers (getting close)
Pre-merge backup of some weekend work
Improved river mesh
Added river shader and material
Added max opacity property to water shaders
Added some missing topology types to the monument placement blacklists
Tweaked rock parameters
Refactored TerrainBiomeMap to [0,1] range floats
Made biome generation take both altitude and latitude into account