10,834 Commits over 3,867 Days - 0.12cph!
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
Fixed some missing references in BuildingTest
Merge from terrain-improvements
Protocol++ (network + save)
Fixed some dedicated server compilation errors
Added padding to bridge terrain adjustment
Increased minimum river length and overall river count
Fixed that discarded rivers would block other rivers
Switched road pathfinder to von neumann neighborhood for more road wobbliness
Road / bridge analysis improvements
Better lakeside / oceanside / beachside topology generation
Verify vertex is forward-facing before adding it to the river mesh (fixes more overlap cases)
Allow full range of FOV slider to actually be applied
Allowed resources to spawn on rocks that are part of the terrain
No longer prevent resources from spawning on decor topology
Optimized resource spawning, especially the initial spawn wave
Tweaked forest sizes
Grassland splat mapping tweaks
Forest splat mapping tweaks
Prefab scene placement updates
Smoothened river mesh slightly
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues
Added generic versions of the rock materials (those are the ones that will be parameter-adjusted using property blocks)
Rock prefab updates and tweaks
Terrain raycast tweaks
Retired the concept of overlay splats (there are smarter ways)
Tweaked prefab mountain scale
Removed some deprecated code from SpawnFilter
River splat mapping tweak
Tedious resource prefab updates, fixing some minor issues in the process
Removed default normal alignment and rotation randomization from clutter scripts
Updated clutter prefabs (need to align to normal via decor components now)
Roadside / riverside tweak
Tweaked path side placement
Refactored ProceduralComponent system to use two passes (pre pass and final pass)
Increased river vertex count
Generate river mesh in procedural final pass
Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab
Removed some hacky code that's no longer required from the decor and monument placement scripts
Grass placement rule tweak
Tweaked sand splat mapping
Made forests in the temperate and arctic biomes bigger
Tweaked micro cliff placement
Ported new overhang assets to the procedural map