10,834 Commits over 3,867 Days - 0.12cph!
Higher forest density in the arid biome to be more in line with the other biomes
Heightmap detail noise fade-in starts earlier, leading to nice cliffs along some beaches
Slightly less dynamic decor
Reduced powerline topology radius
Added palms to warm beaches
Fixed roadside, riverside and powerline objects not applying their terrain modifiers and anchors
Disabled smooth LOD transitions on certain close-range decor
Lower bush density on beaches
Added dirt to arid biome splat mapping
Missing landmine meta file
Merge from procgen9
Network++
Save++
Reduced minimum angle for cliff topology
Tweaked amount of water / lakes
Always yield one frame after processing one patch in grass and decor spawning
Replaced bloom image effect with a custom fork of it that doesn't blur everything
Reverted change 9046 because it's a silly approach (we should switch out floor meshes conditionally instead of creating / destroying objects)
Building conditional model placeholders disappear when conditional models spawn
Exposed specular color in water material
Made water and terrain wetness specular highlights non-nuclear
Weather override console commands take floats
Increased LOD grid cell size (perf test)
Randomize river width along the river path
Forest, hill and lake tweaks
World performance optimizations
Optimized dynamic decor by making the layout of the spawn patches a bit more sane
Ferns no longer suppress bush placement in forests (they should really be spawned with the dynamic decor system anyhow)
Generate all possible rivers, then select the longest ones
Fixed missing reflections and stars
Increased brightness of the stars (lost in tonemapping)
Tweaked moon brightness some more
Removed tiny invisible colliders around the big powerline poles
Added colliders to airfield warehouse and metal building
Improved hill noise
Added bigger bushes to the arid biome
Added hills and mountains to the arid biome
Improved splat mapping and color tinting in the arid biome
Improved splat mapping in forests
Tweaked moon brightness at day and night
Don't lower torch viewmodel right into the line of sight when running while it's lit
Mesh LODs in the LOD grid initialize with their correct LOD when spawning
ConsoleSystem parsing fixes
Water colliders are more accurate (using 4 smaller box colliders)
Added weather.report console command
Tweaked cloud coverage that is enforced by light rain
Servers that haven't wiped no longer load weather parameters from their savegame (which disabled weather)
Weather override commands reply with the old and new value
Fixed weather overrides initializing to 0 (i.e. clear sky)
Network++
F2 menu lens dirt toggle only toggles lens dirt (not bloom)
F2 menu now has a high quality bloom toggle (falls back to a faster bloom if disabled)
Weather override convars can be set by admins / modders to enforce certain weather conditions
Added optional weather overrides to the environment protobuf
Slowed down rain drops a bit
Tweaked rain particle materials and colors