10,829 Commits over 3,867 Days - 0.12cph!
Fixed static decor placement ignoring decor parameters and terrain anchors
Fixed TestLevel splats getting cleared when running the scene
Updated prefabs for multi-topologies
Fixed missing prefab reference in metal frame building scene
Updated monument scene prefabs
Updated all monument scenes to connect to roads
Added terrain to various monument scenes (now use auto height modifier and terrain anchor extraction)
Added hangar, brick building and metal frame building to monument spawning
Updated road costmap generation to correctly deal with multi-topologies
Made rocks set their topology additively
SpawnFilter can now filter for both allowed and required topology types
Made summit height value depend on latitude
Prevented powerline poles from spawning on road by chance
Fixed terrain modifier placement being slightly off
Added some scattered bushes to the roadside
Made PathFinder reuse its visited map
Replaced old placeholder path texture with a color adjusted version of the new dirt texture (for now)
Applied updated sand texture smoothness, specularity and height to atlas
Improved path cost calculation and path smoothing
Added the appropriate topology modifiers to land rock decorfor paths to avoid them
Fixed TerrainMap.ApplyFilter flooring the upper bound
Moved coordinate normalization utility methods to TerrainMeta
Exposed bridge height level in TerrainPath
Refactoring and optimization
Made spanning tree handle multiple passes in a nice way
Added DecorUtil class (methods for easy spawning of decor)
Added powerline placeholders to roadside
Made roads generate cliff topology if required when modifying the terrain around them
Improved edge fadeout of terrain map area modifiers
Fixed spawn filter of clutter flowers
Fixed lighthouses spawning underwater
Merged modular procedural generation from main/roads
Protocol++ (network + save)
Made procedural generation fully modular (for exact control over the step order)
Made static decor and monument placement part of the modular procedural generation
Simplified decor system (now only used for dynamic clientside clutter, as it should be)
Added max depth to PathFinder
Added road and roadside topology
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
Unified splat and overlay terrain modifiers
Made paths avoid obstacles like rocks, monuments and rad towns
Kept dynamic resource spawns from dithering out of their spawn areas
Made paths flatten the terrain around them
Fixed that some monuments could still spawn inside each other
Refactored terrain maps to use 2D and 3D base classes
Added some additional set overloads to terrain maps
Added methods to push / pop the current editing target to terrain maps
Protocol++ (network + save)
Added process info to F1 menu if it can be retrieved on the current platform
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
Implemented topology, biome and color terrain map bakes and loads
Made terrain map bakes handle size mismatches gracefully
Removed NPCLocomotion raycast height snap fallback
Fixed harmless warning in PrefabPreProcess
Changed heightmap extraction from bake to runtime
Enabled normalmap extraction from compressed texture
Added runtime compression to colormap
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor
Added debug logs to CullCell
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor
Added debug logs to RandomDynamicPrefab
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
Added some randomization to rad towns 2 and 3
Added randomized mushrooms to more trees
Fixed pointless allocations in AISense
Changed AIObstacleRedirect to AISenseRedirect
Fixed ItemIcon shader being grayscale on OS X