10,831 Commits over 3,867 Days - 0.12cph!
Don't attempt to spawn bridges if no target direction can be found
Fixed all decor seeing a scale of 1 in Awake()
Added bridge blockouts to lakes, oceans and riverbeds
Tweaked terrain parameters
Improved and optimized road network generation
Slightly increased max terrain height mismatch on rad towns 1 and 2 (helps finding spots on mountainy seeds)
Allowed rad towns to spawn in the tundra biome
Added low, medium and high water qualities
Refactored TerrainPath to support path smoothing in the future
Combined path and river backends to a generic path list
Added placeholder riverside decor
Updated splat selections in rad town scenes and prefabs
Separated inspector splat type selection from internal splat index
Added conversion methods from splat index to splat type and vice versa
Reverted accidental water render queue change
Changed random colormap multiplier to 90%-110% (instead of 100%-125%)
Improved splat and color mapping across the board
Tweaked rock placement parameters to form bigger, more compressed clusters
Raycast both heightmap and normalmap after the terrain generation was complete (to support grass on terrain blended cliff meshes etc)
Removed smoothness workaround from water shader (no longer required)
Removed directional light from reflection probe bake
Updated water to latest version
Subtracted changeset 5907 (wrong branch)
Removed hacky dictionary lookup from ambience manager (use multiselect enum instead)
Allowed water decor rocks to spawn in riverbeds
Added clutter rocks to riverbeds and roads
Removed debug output from procedural river component
Renamed water topology type to ocean (water is now ocean, river and shore combined)
Added procedural river component (traces non-zero-level rivers down mountains, WIP)
Added river topology type
Tweaked dune and lake noise
Reduced terrain edge padding
Prevented players from spawning inland or on cliffs (only coastal sand beach now)
Extended player spawns to include areas slightly to the north and south of the temperate biome
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
Tweaked topology-based path cost to yield more natural looking paths
Removed multithreading from post-road-placement cliff creation (possible race condition if splat, color, topology or path resolution mismatched)
Multithreaded pathfinding of the road network
Reduced the percentage of terrain that is turned into water
Improved terrain edge falloff
Increased lake frequency and amplitude slightly
Changed lake noise type to turbulence
Fixed beach and underwater cliff color looking a bit weird
Converted spanning tree to semi-directed
Added road and bridge segmentation
Added bridge placement backend
Added bridge topology type
Made road placement stop when encountering crossroads
Fixed various small weirdnesses in the road network calculation
Fixed missing references on the northern field tree colliders
Made satellite dish metal grate material cutout
Added global fog image effect (now in addition to aerial perspective)
Forbid building directly on roads
Tweaked rock scale ranges
Added missing colliders to the arctic field trees
Added property to ignore a certain splat to TerrainSplatSetGenerator
Updated radtown prefab splat modifiers
Fixed generic monuments occasionally spawning partially inside radtowns
Protocol++ (network + save)