10,480 Commits over 4,171 Days - 0.10cph!
Fixed missing reflections and stars
Generate all possible rivers, then select the longest ones
Ferns no longer suppress bush placement in forests (they should really be spawned with the dynamic decor system anyhow)
Optimized dynamic decor by making the layout of the spawn patches a bit more sane
Forest, hill and lake tweaks
World performance optimizations
Randomize river width along the river path
Increased LOD grid cell size (perf test)
Weather override console commands take floats
Exposed specular color in water material
Made water and terrain wetness specular highlights non-nuclear
Building conditional model placeholders disappear when conditional models spawn
Reverted change 9046 because it's a silly approach (we should switch out floor meshes conditionally instead of creating / destroying objects)
Replaced bloom image effect with a custom fork of it that doesn't blur everything
Always yield one frame after processing one patch in grass and decor spawning
Tweaked amount of water / lakes
Reduced minimum angle for cliff topology
Merge from procgen9
Network++
Save++
Missing landmine meta file
Added dirt to arid biome splat mapping
Lower bush density on beaches
Disabled smooth LOD transitions on certain close-range decor
Fixed roadside, riverside and powerline objects not applying their terrain modifiers and anchors
Added palms to warm beaches
Reduced powerline topology radius
Slightly less dynamic decor
Heightmap detail noise fade-in starts earlier, leading to nice cliffs along some beaches
Higher forest density in the arid biome to be more in line with the other biomes
Increased max number of attempts to place mountain prefabs
Merge from procgen9.1
Game manifest
Network++
Save++
Updated camera in TestLevel
Tweaked sun and moon brightness
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SpawnHandler never spawns more entities than allowed
SpawnHandler report contains some more info
Skip initial resource spawn if a savegame was loaded successfully
Fixed light bleeding through terrain on the base of shadowed rocks in the distance
Fixed incorrect time zone offset
Fixed light going through furnace walls while fading in or out due to the shadow intensity also fading in or out
Torch lowering also correctly fades out when lighting it while already running
Trees no longer use the most inaccurate colliders in the industry
Only spawn entities in world setup if server
Don't spawn any static, non-gatherable entities like bushes via the population spawn handler (!)
Tagged a number of deprecated entities as deprecated (remove with next network++)