10,480 Commits over 4,171 Days - 0.10cph!
Added support for textures with any encoding (e.g. RGBAFloat) to AssetStorage
Changed TerrainColors to accept runtime changes in TerrainConfig
Even better without missing materials
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
Wire shader and material tweaks
Check distance between two power poles before connecting them
Time of Day inspector fixes
Fixed reflection probe orientation with rotated sky domes
Cleanup, minor cloud billboard fix when playing inside the editor
Renamed PlaceInfrastructure to PlaceRoads
Added PlacePowerlines barebones
Major refactoring of procedural components
Made ImageProcessing.Dilate2D more generic
Removed the need for terrain raycasting step during load
Added ProceduralObject system
Added AddToHeightMap and AddToWaterMap scripts (replace raycasting)
Improved cliff analysis (fixes some cases where grass would spawn midair)
Updated rock prefabs to new non-raycasting setup
Retired TerrainTopology.BLENDED
Updated cave prefab to LOD grid and the new non-raycasting setup
Forced river meshes to flow downhill
Improved splat mapping of post-generation cliff detection
Multithreaded post-generation cliff detection
Subtracted changeset 8383
Reapplied changeset 8383 but different
Changed terrain paint overlay to multiplicative so that it's visible on snow
Changed climate blending to use calculated sunrise and sunset hours and the sun zenith angle
Fixed TOD_Sky.SunriseTime and TOD_Sky.SunsetTime being off by 12 hours
Improved sunrise / sunset time analysis
Tweaked climate blending angle
Improved monument spawn filter checking
Increased road and river width
Changed a bunch of stuff about how roads and rivers are generated
When placing a roadside object fails try again as soon as possible (instead of waiting for the next node)
Only connect powerline poles if 3 or more can be connected in a row
Added big-ass high voltage powerlines
Fixed early singleton initialization in standalone builds
New roads WIP
Various improvements for the road and river terrain adjustments
Added collider to high voltage pole
Don't allow road slopes that would break the current Guinness world record
Added powerline topology around powerlines
Fixed roadside / riverside topologies dilating into road / river
Optimized some topology checks
Fixed missing bridges
Added PathInterpolator (various interpolation methods along a 3D path)
Refactored path code and switched everything to PathInterpolator
Made roads more wiggly
Fixed some rocks spawning on roads
Removed some duplicate work being done in PathInterpolator
Resize the tangent array a well when resampling a path