10,831 Commits over 3,867 Days - 0.12cph!
Merge from terrain-improvements
Ghetto fixed radtowns 2 and 4 being randomly scaled
Added LegacyLevel to build settings
Moved LegacyLevel to release folder
Various small fixes in the custom map
Prefab cleanup
Added checksum calculation to custom maps
Moved editor size and seed from game setup to terrain generator
Disconnect on checksum mismatch
Added refresh to spawn handler context menu
Render overlay alpha channel as white
Switched biome paint preview to overlay
Added decor quality slider
Enabled trees in LegacyLevel
Added terrain painting overlay to terrain and terrain blend shaders
Silly me, doing it all complicated
Ignore spawn handler position
Removed the need for WorldSetup
Trying an alternative height map encoding
Merge from custom-map-backend
Baked / painted all required CraggyIsland info, is now a fully working custom map
Removed need for terrain splat prototypes at load
Removed some stuff from the world class that shouldn't be in there
Fixed SpawnHandler on non-procedural maps
Finished up topology painting
Added topology painting test
Added biome painting
Refactoring and cleanup
Terrain painting prototype
Added blended mesh support to editor height baking
Added altitude / latitude curve based editor biome baking
Improved horizon cloud lighting
Fixed flattened volumetric cloud trace in Unity 5
Fixed sky being brighter towards screen edges
Added toggle for the sharpen image effect
Completely removed clouds from the raid biome
Fixed not being able to place doors in caves
Fixed decal shader being pink on OpenGL
Added overflow checks to string to int conversion
Minor fix in the two new radtown prefabs
Updated game manifest
Protocol++ (network + save)
Only start placing bridges that can actually be completed
Prefab auto-updates (removed parameter)
Increased river terrain height modifier fade distance