10,834 Commits over 3,867 Days - 0.12cph!
Added a few turd rocks back to the arid biome (they look okay there I think?)
Removed some useless inspector variables from the decor scripts
Tweaked the minimum terrain height at the terrain borders
Optimized colormap calculation
Optimized splatmap calculation
Added sand-colored dirt layer between beach and grass
Improved island fadeout towards the terrain borders
Made mountains in the arctic biome slightly bigger again
Inverted forest edge dilation to keep tiny forests from expanding to dot-shaped forests
Tweaked forest placement
Added Deque class
Added MinQueue and MaxQueue class
Made forest edges get calculated using a dilation algorithm for fine control and better accuracy
Added Mathx class
Updated game manifest
Made terrain heightmap generation more configurable
Adjusted heightmap generation
Tweaked terrain layout and splat mapping
Optimized colormap calculation
Adjusted some decor spawn filter parameters
Merged forest 1/2 and forest 3/4/5 (do the full set of 7 once the first 4 are complete)
Updated game manifest
Made TerrainTopology.Enum values continuous powers of two
Added inspector variable attribute for enum masks
Changed most enums in SpawnFilter to masks (for multiselect support)
Removed tons of unused parameters from SpawnFilter (most were merged into TopologyType)
Optimized SpawnFilter factor calculation
Added dedicated forest edge regions (so we can add different trees and dense border foliage)
Added TerrainLayout (read & write terrain layout info)
Added a terrain layout pre-pass to the terrain generation (bakes biomes and topology)
Optimized terrain generation (mostly due to the layout prepass)
Added placeholder trees to the arid biome
Made forest size and frequency tweakable for every forest type
Fixed terrain size being really tiny in the default procedural map
Generated terrain texture atlas for Diogo
Refactoring in preparation of the forest generation features Petur requested
Refactored DecorSpawn and SpawnHandler to use the generic Prefab class
Refactored SpawnQuadtree into generic byte storage types
Reapplied changeset 3286 (probably accidentally undone)
Removed terrain height filter from some forest types (every forestX should only have the forestX filter active)
Added generic prefab class (using this for some refactoring)
Fixed NRE in PlayerWalkMovement if running in TestLevel
Patched water shader to handle foam somewhat decently at night
Fixed terrain collision not resetting if killed inside a cave
Organized "Tools" context menu
Fixed prefab names being out of sync (next server restart should fix infinitely dense forests)
Fixed some minor issues with AILocomotion
Increased bear attack range to keep him from pushing players around
Time of Day update to 2.3.1 prerelease 1
Added AIObstacleMesh to all rocks
Updated ConvexHull
Added better normal gizmo to MeshInfo
Added trivial reject to AIObstacle
Completed AIObstacleMesh (might still need some optimizations)
Fixed some meta file weirdness in the trees folder
Added some other missing meta files
Added better SSAO
Removed dynamic Z near from camera (leads to visible depth res transition with more intense SSAO)
Fixed maximum jump velocity being faster than the last movement velocity
More work on AIObstacleMesh (almost done)
Added SeedRandom.Wanghash
Disabled terrain spec until the shader supports 5.0 deferred
Don't multithread terrain generation if inside the Editor (spazzes out as of u5b8)
Time of Day update to 2.3.0 RC2
Updated image effect standard assets
Some texture import resolution auto-updates
Only auto-update texture import resolution for assets in the Assets/Content folder