10,621 Commits over 4,444 Days - 0.10cph!
Fixed floating boxes in the airfield hangars
Fixed airfield loot crate spawn points
Let's try not having 5000 audio sources in the camera prefab, see if that works
Subtracted changeset 8635
Properly fixed ocean water level
Added faster calculation path for colliders that are equal to their AABB to AddToWaterMap
Hemp copy & paste to procmap
Fixed climate script being stripped from servers
Don't spawn tundra field trees in the arid biome
First version of an optimized custom draw call batching system
Added AssetPool
Improved draw call batching
Updated building block prefabs to use draw call batching
Fixed that some building block conditional model renderers were disabled
Strip any scripts that are on the building skin prefab when creating the guide because it should only be visual
More building optimizations
Reduced size of water collider because those insane scales really mess with its accuracy
Fixed graph UI being affected by image effects
Better developer test for the console dev tools
A couple of CLIENT ifdefs
Replaced a bunch of horrible code with the new [CreateAssetMenu] attribute
Cleaned up convar structure
Fixed status console command calling pool.status clientside
EAC compile fix (send help)
ProceduralObject NRE debugging
Another attempt to fix Unity terrain shader warning on startup
Reverted world setup change that led to it being called twice when playing inside the editor
Removed grid pattern from snow height map like the artist I am
Made god ray intensity high enough for them to actually be visible
Tweaked night god ray color gradient
Added water droplet shader (featuring refraction and dynamic lighting)
Added snow and rain particle effects
Added separate rain and snow getters to the climate class
Added rain drop camera overlay when looking straight up while it's raining
Removed creepy ghost box that was following me around on CraggyIsland
Added placeholder rain sounds
Fixed bootstrapping taking a very long time on OSX
Tweaked weather transition speeds
Added wind intensity range to ambience
Forgot the implementation of the ambience wind intensity check
Rain overlay needs some time to fade out when looking back down
Biome fog density is multiplied with current weather fogginess
Lower default fog density in the arctic biome around noon
Players get wet when it's raining
Calculate water catcher gathering rate from fogginess (condensation) and rain / snow (precipitation)
Rain and snow particle effect color tweaks and collision optimizations
Rain overlay takes water and wetness into account