10,834 Commits over 3,867 Days - 0.12cph!
Fixed terrain holes showing up in the distance when the cave tops are culled
Made TerrainSkin work properly on the dedicated server
Added some null tests to TerrainCollision for scenes without TerrainMeta
Tiem of Day update to 2.1.1 prerelease 3
Added test caves
Protocol++
Removed static cull distance of the world layer (it's handled on a per-object basis by the LOD groups)
Added cacti to decor spawn
Added kinematic rigidbodies to all cactus prefabs
Various cactus prefab adjustments
Time of Day update to 2.1.1 prerelease 2
Added terrain collision resolve system for objects to pass through when entering caves
Increased the number of attempts to find a monument spawn location to 1000
Time of Day update to 2.1.1 prerelease 1
Fixed all sorts of issues with the billboard import settings of the new trees
Fixed some issues regarding AI system performance
Added tons of new bushes and trees (shit's gonna be broken, please direct all flames directly to @peturah)
Protocol++
Enforced law & order on the nature assets
Added barebones of the terrain carving system
Fixed a few accidental soft tab indentations I commited (switching editors is hard :>)
Made AI part ticks distribute more evenly between frames
Added new spawnable script to animals
Increased animal density
Reworked the way the spawn handler keeps track of population count to support saving in the future
Refactored TerrainMeta (so... many... changes...)
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Added *.pdb.meta to ignore.conf
Replaced TransformEx.GetComponentsInChildrenEx with Transform.GetComponentsInChildren(includeInactive = true)
Fixed terrain anchor check extension method and added overload without explicit position and rotation
Unity Pro image effects update to 4.5.3
Fixed wolf monument having some crazy offset relative to its root, clipping it into whatever is in its way
Removed garbage collect calls from terrain generator (I feel like we should have a policy to only call those from a single place)
Changed MeshToBoxCollider to SetupAIObstacle (no longer offers option to convert to box collider)
Made some preprocessing / parameter scripts auto-destroy on instantiate
Fixed server compile error (minimal hotfix, there should probably be more of the view model code in #if CLIENT)
Changed TerrainAnchor to use interpolated terrain height
Fixed monuments aligning to terrain normal by default
Refactored & cleaned up decor spawn system
Made monuments spawn on server as well
Fixed some decor system and spawn filter fuckups
Reorganized the decor spawn systems
Added terrain anchor script that can be used to define terrain requirements for spawning a certain object
Added list decor spawn type to spawn all objects from a list once
Added test wolf monument to the procedural map
Added TerrainMath colormap getters
Fixed grass patches sometimes looking like someone's lawn (will miss those neat square patches)
Fixed some minor spawn filter things (mainly changed all getters to interpolated versions thereof)
Changed default time to 6 AM again (i.e. time after server restart)
Added dev.sampling X to enable downsampling (X = 2 means 200% rendering res, downsampled to 100%)
Reverted tonemapping since adaptive algorithms are broken on OS X (Unity bug submitted + confirmed)
Changed spawn handler to have a density (# per km^2) rather than a fixed number per population
Fixed terrain quality not being applied on initial scene load (Performance++)
Fixed forest 4 tree 4 enjoying himself some post billboard fade invisible time
Properly fixed the night texture (don't modify stuff in Third Party, use the duplicate material so that we can update without worrying)
Minor tweaks to the terrain generator configuration
Moved water fog volume to the water layer
Moved clouds and auroras to the sky layer
Ensured that all decor objects are on the world layer
Added a dev layer toggle console commands
Changed terrain minimum pixel error to 5