10,831 Commits over 3,867 Days - 0.12cph!
Reduced overhang density
Tweaked river rock density and dithering
Made hangar and metal building monuments into two new radtowns with loot
Removed brick building monument
Removed floating sign and some missing prefabs / empty game objects from radtown_small_1
Fixed roadside placement delta being too high
Added blended topology to cave
Added blended topology type
Optimized terrain raycasting step
Increased heightmap resolution to be in line with the custom 4k map
Removed splat based height offset
Improved bridge terrain adjustments
Changed checksum calculation to topology-only
Include full topology map in checksum rather than checkerboard pattern
Apply decor components on riverside and roadside decor
Scale river depth with terrain slope
Improved roadside decor placement
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Allow clients to call data.export
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time
Removed trigger hack from TreeMesh
ST cleanup
Removed bush triggers as they're added incorrectly
Multiply constant fog color with light color grayscale value
Added data.export admin command (exports terrain data as RAW files)
PrefabAttribute tweaks
Mountain terrain blending tweaks
Replaced monument terrain blending with a system similar to mountain blending (WIP, no splat support yet)
Rock layer fixes (grass can grow on certain rocks again)
Road planner improvements
Reallowed diagonals in road planner
Tweaked bridge cost in road planner
Protocol++ (network + save)
Replaced effects.grass toggle with grass.quality slider
Added terrain out of bounds check to TerrainAnchor (only affects very few seeds where the mountain would be placed partially outside of the world)
More INeedsToStartDisabled
Added INeedsToStartDisabled to a bunch of scripts
Tree optimizations
Protocol++ (network)
Second Windows path fuckup
Reverted possible Windows path fuckup which shouldn't have been committed in the first place
Fixed spawn population filters (/blame changeset 7129)
Disabled PVT by default as it doesn't seem to improve FPS for most people
Disabled shader preloading
Added "done" status to loading screen after all terrain components have been initialized
Removed some unused empty folders
Tweaked rock material terrain blending parameters
Prefab auto-updates (some serialized properties were removed it seems)
Tweaked road terrain adjustments
Tweaked rock topology radii
Increased distance between two cliff meshes by 50%
Protocol++ (network + save)
Fixed the occasional spawn inside rocks
Fixed some tree types spawning indefinitely
Added failsafe for future fuckups of this sort
Suddenly a few more shader variants appeared... okay.
Shader preloading with ShaderVariants asset (Shader.WarmumAllShaders only preloads the current scene and loaded resources)
Startup crash on OSX debugging
Wait two frames after updating UI in bootstrapping (this is required in the terrain generator, so probably also here)
Tweaked path texture scale