10,480 Commits over 4,171 Days - 0.10cph!
Made non-unique folder meta file GUID unique
Removed some missing script references
Removed TerrainTexture and TerrainOverlay constant containers
Added TerrainSplat.TEXTURES and TerrainSplat.OVERLAYS masks
Compress terrain biome texture in VRAM
Don't create terrain alpha texture mip maps
Scale rock detail texture UV tiling with object scale via property block
Refactored TerrainConfig to be generic for N splats without hardcoded splat names
Added some missing terrain texture binds
Snow is no longer treated as an overlay
Added some lightweight compression to a couple of terrain maps
Removed TerrainNormalMap (get normals from TerrainHeightMap on the fly, height map also stores normal texture now)
Removed the need for normal map decoding at level start (no more need for texture decompression hackery)
Added missing byte to float conversion to biome texture generation
Re-committing LegacyLevel scene
Fixed lighthouse LOD group component
Increased overall brightness of the night with full moon
Added climate prefab to TestLevel
Changed splat mapping algorithm to take advantage of the new biome coloring (still some broken stuff to iron out)
Added test mountain prefab
Updated RustNative
Updated noise bindings
Updated heightmap generation
Porting over a shitton of new assets to the procedural map
Cleaning up some shit
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
Align swimming decor to world up vector
Removed noise from alpha setter
Cleaned up some code
Exposed some alignment options in all procedural placement scripts
Fixed an issue where terrain anchors would reject suitable positions
Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
Allowed grass to grow on top of caves
Fixed mountain prefab
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Ported the new cliff assets to the procedural map
Ported new overhang assets to the procedural map
Tweaked micro cliff placement
Made forests in the temperate and arctic biomes bigger
Tweaked sand splat mapping
Grass placement rule tweak
Refactored ProceduralComponent system to use two passes (pre pass and final pass)
Increased river vertex count
Generate river mesh in procedural final pass
Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab
Removed some hacky code that's no longer required from the decor and monument placement scripts
Tweaked path side placement
Roadside / riverside tweak
Removed default normal alignment and rotation randomization from clutter scripts
Updated clutter prefabs (need to align to normal via decor components now)
Tedious resource prefab updates, fixing some minor issues in the process
River splat mapping tweak