10,834 Commits over 3,867 Days - 0.12cph!
Made gravity handling completely custom for player movement (allows for stair handling and properly removing drifting)
Added sliding and swimming property to player movement for better checks for those states
Removed ClearFirstFrame (didn't seem to work anymore + bug is fixed by rendering space as a solid black texture at day)
Time of Day update to 2.2.1 prerelease 3
Improved terrain height mountain blending
Improved underwater topology
Changed hill / lake noise parameters
Slightly increased valid range of the terrain feature scale
Protocol++ (network + save)
Tweaked rock_13 slope offset to make their placement less floaty
Added basic flee behaviour
Added graphics.fov to PlayerEyes again
Time of Day update to 2.1.1 prerelease 2
Tweaked fall animation time threshold (fixes that it randomly occured when running down slopes)
Giving continuous collision detection for character movement a try
Fixed that some view models would cast shadows onto the world
Fixed that rock_01 was sometimes spawned midair
Removed redundant flip option from rock_08
Made event schedule only execute on server
Removed client.farclip (is now graphics.drawdistance)
Removed client.fov (is now graphics.fov)
Made WaterUpdate use color inspector variables instead of just alpha multipliers
Fixed that the initial component state of the F2 menu was not being applied properly
Enabled motion blur by default
Deleted TestLevel_Minh since it was completely broken anyhow o(recreate from TestLevel if you still need it)
Added case insensitive String.Compare extension method
Did Tools -> Update Prefab Names
Added new spawn filter category: topology
Fixed ores and northern field trees spawning on mountain summits
Allowed trees to spawn on mountains, as long as they're not high enough for snow
Re-added rock clutter on dirt
Increased the number of bushes in open fields
Updated native plugins
Terrain heightmap feature size scales with inverse of frequency
Terrain heightmap generation now supports per-biome settings (will be useful in the future)
Tweaked biome distributions
Improved biome transitions
Tweaked terrain splatmap
Tweaked forest size and frequency (not final, it just broke with the noise algorithm update and I had to do some adjustments)
Protocol++ (this means servers have to restart - you can stop asking me now)
Made OSX plugin bundles only get distributed with OSX builds
Fixed jump animation being initiated twice when jumping
Refactored player movement
Added player jump cooldown
Improved player ground detection
Removed underwater crouch
Improved underwater movement
Another native plugin update
Updated native plugins to latest version
Set all native plugins to always be available when in-editor
Auto-updated texture import resolutions
Set native plugin platforms explicitly (keeps Unity from copying them to the output folder of platforms they're not used on)
Moved simplex noise to native code
Tweaked terrain generator height amplitudes
Protocol++
Made 50 degrees the maximum walkable angle to make stairs work again
SteamNative OS X bundle cleanup
Added a maximum jump angle to player movement to keep people from jump-climbing up walls and trees
Refactored AILocomotion speed and direction controls
Updated animal speeds
Updated some decor and spawn filter rules
Added a slippery slope piece to the test level
More work on the character controller
Added some missing #if SERVER
Added waypoint system
Added dedicated subtree behaviour system
Added animal patrol behaviour
Made behaviour trees more modular
Added beaches1 and beaches2 placeholders
Fixed resources loaded from saves not incrementing the population count
Refactored Spawnable / SpawnHandler
Fixed underwater fog being slightly visible above water
Fixed first person camera position not matching player head position when ducked
Fixed player being able to unduck into other colliders
Tweaked underwater effects
Fixed physics / metabolism water level being higher than the water plane
Fixed players sometimes spawning inside objects
Made ores spawn everywhere (at least for the time being)
Decreased grass vertex count (performance test)