10,480 Commits over 4,171 Days - 0.10cph!
Increased bear attack range to keep him from pushing players around
Fixed some minor issues with AILocomotion
Fixed prefab names being out of sync (next server restart should fix infinitely dense forests)
Organized "Tools" context menu
Fixed terrain collision not resetting if killed inside a cave
Patched water shader to handle foam somewhat decently at night
Fixed NRE in PlayerWalkMovement if running in TestLevel
Added generic prefab class (using this for some refactoring)
Removed terrain height filter from some forest types (every forestX should only have the forestX filter active)
Reapplied changeset 3286 (probably accidentally undone)
Refactored SpawnQuadtree into generic byte storage types
Refactored DecorSpawn and SpawnHandler to use the generic Prefab class
Refactoring in preparation of the forest generation features Petur requested
Generated terrain texture atlas for Diogo
Fixed terrain size being really tiny in the default procedural map
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
Updated game manifest
Made TerrainTopology.Enum values continuous powers of two
Merged forest 1/2 and forest 3/4/5 (do the full set of 7 once the first 4 are complete)
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
Added Deque class
Added MinQueue and MaxQueue class
Made forest edges get calculated using a dilation algorithm for fine control and better accuracy
Inverted forest edge dilation to keep tiny forests from expanding to dot-shaped forests
Tweaked forest placement
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
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
Stretched forest shape a bit
Made forests in the arid biome smaller
Tweaked overall forest shape and frequency
Fixed forest 6 having snow
Fixed off by one in dilation algorithm
Made Deque force buffer size to power of two in EnsureCapacity
Doubled forest edge thickness
Beautified colormap generation code
Made splatmap noise preserve hard edges
Added ImageProcessing class (contains Dilation, GaussianBlur and Average filters for now)
Merge from procgen3
Updated prefab names
Updated game manifest
Protocol++ (network + save)
Fixed standalone compile error
Made the flags inspector code a bit less shit
Fixed TestLevel crashing editor on OSX
Time of Day update to 2.3.1 prerelease 2
Made ignore.conf more generic with regards to UnityVS files
Time of Day update to 2.3.1 prerelease 3
Added LayoutMapRes parameter to TerrainGenerator
Added Upsample2D method to ImageProcessing
Cleaned up ImageProcessing
Made forest 6 reach a bit inside the snow biome
Added a tiny randomized scale to resources
Time of Day update to 2.3.1 prerelease 4
Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)