10,834 Commits over 3,867 Days - 0.12cph!
Fixed GameTrace failing inside caves
Fixed that the camera instance in the procedural map scene was overriding the clear flags setting of its prefab
Changed camera clear flags to solid color
Updated monument scenes with the improved terrain anchor generator
Unified TerrainModifierGenerator and TerrainModifierGeneratorFade
More hill noise improvements
Added separate detail noise
Increased the number of dune noise octaves
Updated monument scenes with the improved terrain modifier generators
Removed some unused code
Improved terrain modifier generators
Made the terrain anchor check determine the ideal object placement height from all of its anchors
Added extension method to apply decor components pre-instantiation
Greatly improvement monument spawn position finding
Scene2Prefab (updated satellite dish prefab)
Tweaked topology dilation destination masks
Replaced hill noise with a nicer-looking, more noisy variant
Fixed possible warning in tangent calculation when aligning decor
Added more descriptive procedural component loading statuses
Made standard refraction shader blending physically correct (alpha only affects diffuse)
Fixed various cases where the river mesh could overlap itself
Time of Day update to 3.0.2
Set the ingame date to the the current date when starting a server (only date, not time)
Removed some debug remote logging that never happens
Added crystals to spawning
Tweaked crystal materials and prefab settings
Unified tree mesh and decor modifiers
Added basic refraction shader
Setup crystal prefabs
Made spawn handler preserve any prefab rotation
Added refresh to tree mesh script context menu
Added offset to tree mesh
Added timings to all prefab refresh options
Time of Day update to 3.0.1f2
Updated some image effect shader syntax
Time of Day update to 3.0.1
Added aerial density and fog color to climate blending
Tweaked DecorComponent seed handling
Tweaked cliffs
Improved randomness of SeedRandom.Sign
Changed rock material adjustments from Start to Awake
Made all per-object decor randomizations fully modular
Experimenting with a new rock tinting technique (for smooth biome transitions)
Updated riverside and roadside spawn filters
Path / bridge tweaks and fixes
Reduced minimum distance between two rad towns
Fixed the cause of a metric ton of road network generation weirdness
Only generate roads of a certain length, discard super short ones
Added cliff prototypes
Added three static decor placement types (white noise, value noise and uniform)
Only generate rivers of a certain length, discard super short ones
Reduced maximum allowed path slope from 35 degrees to 30 degrees