10,621 Commits over 4,444 Days - 0.10cph!
Allow clients to call data.export
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Improved roadside decor placement
Scale river depth with terrain slope
Apply decor components on riverside and roadside decor
Changed checksum calculation to topology-only
Include full topology map in checksum rather than checkerboard pattern
Improved bridge terrain adjustments
Increased heightmap resolution to be in line with the custom 4k map
Removed splat based height offset
Added blended topology type
Optimized terrain raycasting step
Added blended topology to cave
Fixed roadside placement delta being too high
Made hangar and metal building monuments into two new radtowns with loot
Removed brick building monument
Removed floating sign and some missing prefabs / empty game objects from radtown_small_1
Reduced overhang density
Tweaked river rock density and dithering
Increased river terrain height modifier fade distance
Prefab auto-updates (removed parameter)
Only start placing bridges that can actually be completed
Protocol++ (network + save)
Minor fix in the two new radtown prefabs
Updated game manifest
Added overflow checks to string to int conversion
Fixed decal shader being pink on OpenGL
Fixed not being able to place doors in caves
Completely removed clouds from the raid biome
Added toggle for the sharpen image effect
Fixed sky being brighter towards screen edges
Fixed flattened volumetric cloud trace in Unity 5
Improved horizon cloud lighting
Added altitude / latitude curve based editor biome baking
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