10,834 Commits over 3,867 Days - 0.12cph!
Force LOD grid init when accessed for the first time
Converted rocks in procedural map to use the LOD grid (less memory, better performance)
Disabled per-layer culling on the camera
LOD grid default parameter value tweak
Fixed highest LOD not triggering sometimes
Optimized LOD grid performance
Optimized LOD object memory usage
Added fast LOD component for static objects (using the LOD grid)
Made singleton class more robust (handle pre-init access)
Merge from unsuckhapis1
Network++
Converted cull grid to a generic LOD grid (can of course still be used to cull stuff)
Made smooth rock material parameter blending entirely generic (supports all types of shader properties on any kind of object)
Forgot river physics material (for footsteps)
Baked HapisIsland water map (ignore this in your next merge Petur)
Fixed some clutter issues
Disabled clutter rocks for now since they appear extremely floaty with the new per-pixel terrain displacement
Removed a bunch of hopefully redundant layers from the footstep detection (fixes footsteps inside players)
Disabled checksum disconnect until next month
Better heightmap distortion
Fixed pseudo procedural erosion not being applied properly
Smoother cross blending of terrain features, prefab mountains and monument terrain requirements
Added missing world setup object to PlayerModel scene
Reapplied lighthouse change from changeset 7789
Randomize monument placement order
Fixed main menu NRE
Added "debugmode" start parameter
Converted water checks to a baked water map lookup for better performance and river support
Network++
Added topology filter to cargo plane
Refactored world initialization
Added support for procedural components to custom maps
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
Fixed underwater bridges (properly)
Fixed lighthouses interrupting bridges (avoid bridges when placing them)
Ghetto fixed possible initialization error in custom levels
Various spawntable fixes
Network++
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Fixed bridges sometimes spawning underwater
Added level info to procedural map
Made test prefab mountain less shitty
Removed bush type 3 from the procedural map (source no longer exists)
God ray experiment (apply post-fog)
Vignette experiment (apply pre-tonemapping)
Fixed cloud billboards getting culled (wrong layer)