10,828 Commits over 3,867 Days - 0.12cph!
Initial version of the dynamic cull grid
Prefixed native calls to prevent accidental usage in the future
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
Made terrain map bakes store PNGs instead of Unity assets
Protocol++ (network + save)
Merge from bushes-everywhere
Fixed random scale not being applied to tree meshes that spawn directly into terrain batching (without prior placeholder)
Fixed random scale not being applied to tree meshes that spawn via network
Increased the random scale range on all bushes
Fixed cave exploit that would allow to get inside a mountain
Cherry picked commit #5023 to main
Log noise fallback message if in safe mode as well
Fixed server compilation (EffectRecycle)
Added more native noise backend logging
Spawn bright clutter rocks around bright decor rocks
Removed unsafe keyword from noise fallback
Added more details to the managed noise fallback exception
Improved native noise failure detection
Added safemode argument (boolean)
Applied new dirt coloring to cave prefab
Updated dirt coloring under decor rocks
Protocol++ (network + save)
Merge from radtown-prefabs
Added terrain anchor generator
Fixed TextureToColor yielding incorrect results
Fixed terrain modifier generator ignoring splat edge fade
Updated radtown scenes
Updated radtown prefabs
Added dedicated lake noise
Allowed forests to spawn in lower altitude areas
Added terrain to all rad town prefab scenes
Updated terrain modifier generator for more control
Fixed Windows build being completely fucked
Protocol++ (network + save)
Fiddled in the new sand texture because the old one is killing me
Added verification (+ fallback) of the set terrain resolution to the terrain generator
Protocol++ (network + save)
Tweaked heightmap parameters
Tweaked checksum calculation
Tweaked dune noise
Tweaked hill frequency and amplitude
Tweaked forest frequency and size in the arctic and arid biomes
Slightly reduced size of the arid biome
Increased terrain resolution (4x)
Added proper segmentation to heightmap generation
Added dunes to heightmap generation
Increased forest density, frequency and size
Increased valid noise seeding range
Optimized checksum generation
Re-enabled threading in-editor
More detailed checksum mismatch logging
Made noise library use native implementation if possible, otherwise use managed fallback
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Switched noise generation to managed backend (debugging)
Always log checksum if in-editor
Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency