11,009 Commits over 4,048 Days - 0.11cph!
Fixed research table being offset realtive to its placement guide
Fixed cave triggers not existing serverside
Fixed some code that set Random.seed without reverting it (this probably doesn't matter at all, but it helps me sleep at night)
Added test cave to CraggyIsland
Cliff topology blocks grass again (!)
Tweaked arid biome rock texture splat tint
Fixed various issues with construction placement inside caves and on terrain blended rocks
Added GamePhysics class (physics wrapper with custom hit verification for things like terrain collider carving)
Moved all decor on the terrain layer to the world layer (terrain layer no longer required for grass to grow on them)
Static flag cleanup
Tagged a number of deprecated entities as deprecated (remove with next network++)
Don't spawn any static, non-gatherable entities like bushes via the population spawn handler (!)
Only spawn entities in world setup if server
Trees no longer use the most inaccurate colliders in the industry
Torch lowering also correctly fades out when lighting it while already running
Fixed light going through furnace walls while fading in or out due to the shadow intensity also fading in or out
Fixed light bleeding through terrain on the base of shadowed rocks in the distance
Fixed incorrect time zone offset
Skip initial resource spawn if a savegame was loaded successfully
SpawnHandler never spawns more entities than allowed
SpawnHandler report contains some more info
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Tweaked sun and moon brightness
Updated camera in TestLevel
Merge from procgen9.1
Game manifest
Network++
Save++
Increased max number of attempts to place mountain prefabs
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