10,829 Commits over 3,867 Days - 0.12cph!
Log exception message as warning if noise cannot connect to native backend
Manually backported changesets 5737 and 5740 to main
Fixed terrain map normal decode (result has to be in world space)
Fixed terrain normal map bake
Post-merge compilation fix
Protocol++ (network + save)
Added some heightmap frequency randomization
Added failsafe to PrefabPreProcess (error if trying to modify assets directly inside the editor)
Added missing Spawnable component to loot barrels
Tweaked some monument terrain anchors and modifiers
Split terrain height and splat extraction for SceneToPrefab scenes into two scripts
Added all monuments back in
Slightly reduced warp multiplier of swiss noise
Fixed some buggy shorelines
Widened roadside topology (to properly analyze all modified terrain and turn it into cliffs if required)
Fixed SceneToPrefab not removing itself after overriding the prefab
Made ScenesToPrefabs check both the timestamp from editor preferences and the prefab file modify timestamp
Made SceneToPrefab prefab replacement a bit less hacky
Fixed some snowy forest bushes spawning on non-snow
Unified some painful to maintain duplicate rock prefabs (long overdue)
Widened shore topology to make roads avoid getting extremely close to water if not required (with vertex waves this will make sense anyhow)
Fixed build postprocessing error by doing random motions in the project panel http://i.imgur.com/lz7hOlC.gif
Increased topology modifier radius of rocks 7, 9, 10 and 13 to prevent roads from going through them
Increased required distance between two powerline poles
Tightened shore topology to keep lighthouses from spawning very far out in the ocean
Removed the ugly bridge placeholders (roads stop at the shore now, bridges will be added once we got some art)
Made bridges more expensive for the road planner
Time of Day update to latest
Tweaked colormap (clientside)
Fixed that some rocks wouldn't spawn (incorrect prefab folder)
Tweaked some spawn rules
Protocol++ (network + save)
Made roadside spawning generic
Added more randomized bushes to the roadside
Added noise to path width
Made bridge cost independent of slope
Added some coordinate noise before sampling the composite noise in the heightmap generation
Fixed roadside topology generation overriding previous topologies (is now an additive topology)
Made fringe topology no longer imply grass splat (should probably be an additive topology as well at some point)
Prevented powerlines from spawning inside each other / rocks / monuments...
Made powerlines not float midair if placed on slopes
Removed powerlines from what will be bridges in the future
Updated player spawn rules
Updated monument scenes and prefabs
Moved more stuff to multi-topologies
Added multi-biomes
Improved noise backend (3x faster, higher quality)
Updated topology generation to new multi topology type
Improved heightmap generation
Added .live-archive to ignore.conf
Updated sand texture to latest version
Updated snow texture to latest version
Updated path texture placeholder to different placeholder (from main/roads)