10,480 Commits over 4,171 Days - 0.10cph!
Added blended mesh support to editor height baking
Terrain painting prototype
Added biome painting
Refactoring and cleanup
Added topology painting test
Finished up topology painting
Removed need for terrain splat prototypes at load
Removed some stuff from the world class that shouldn't be in there
Fixed SpawnHandler on non-procedural maps
Baked / painted all required CraggyIsland info, is now a fully working custom map
Merge from custom-map-backend
Trying an alternative height map encoding
Removed the need for WorldSetup
Ignore spawn handler position
Silly me, doing it all complicated
Added terrain painting overlay to terrain and terrain blend shaders
Enabled trees in LegacyLevel
Added decor quality slider
Switched biome paint preview to overlay
Render overlay alpha channel as white
Added refresh to spawn handler context menu
Added checksum calculation to custom maps
Moved editor size and seed from game setup to terrain generator
Disconnect on checksum mismatch
Various small fixes in the custom map
Prefab cleanup
Moved LegacyLevel to release folder
Added LegacyLevel to build settings
Ghetto fixed radtowns 2 and 4 being randomly scaled
Merge from terrain-improvements
Fixed cloud billboards getting culled (wrong layer)
Vignette experiment (apply pre-tonemapping)
God ray experiment (apply post-fog)
Removed bush type 3 from the procedural map (source no longer exists)
Added level info to procedural map
Made test prefab mountain less shitty
Fixed bridges sometimes spawning underwater
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Various spawntable fixes
Network++
Ghetto fixed possible initialization error in custom levels
Fixed underwater bridges (properly)
Fixed lighthouses interrupting bridges (avoid bridges when placing them)
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)