10,480 Commits over 4,171 Days - 0.10cph!
Made unused components on placeholder tree objects get deleted
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
Fixed icesheets being pink
Ghetto fixed icebergs being super shiny
Made my iceberg fix slightly less ghetto
Fixed that all rocks looked like metal in b13
Fixed server compile error
Fixed pink viewmodel arms on b13
Made tree mesh placeholders spawn whenever the loading screen is invisible
Made tree prototypes rebuild whenever they are out of sync
Made tree mesh placeholder child objects get moved to the correct layer
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes
Added the cliff texture to underwater splat mapping
Enabled terrain map post-processing
Tweaked some decor densities that have been somewhat off due to the weekend changes
Disabled terrain generation threading in-editor again (still seems to be unstable from time to time)
Protocol++ (network + save)
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
Added levelSize to Messaages.Approval
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000)
Removed ProceduralSmall level (use server.worldsize)
Made LightLOD client-only
Cleaned up some of our filthy art folders
Fixed various missing / broken materials
Deleted UniversalMarmoset as it's broken (plus, I think the b13 shaders are supposed to look more like marmoset anyhow?)
Deleted empty folders, outdated prefabs, etc.
Fixed that the procedural map would load BuildingTest.sav, removing all spawned entities in the process
Create the terrain after spawning all landmark and decor (so that dynamic changes applied by decor are already known)
Made terrain height offsetting based on splats more extreme
Made bushes cluster more on open fields
Increased bush count along forest edges
Disabled splat based height offsetting underwater
Moved water image effects to their own child object (like radiation)
Updated image effects to b13
Made sharpening toggle with AA
Changed default world size to 4000
Changed default world seed to 0 (i.e. generate a random seed)
Gave beaches a bit more slope to counter water z-fighting and reduce the average beach width
Tweaked decor rocks
Protocol++ (network + save)
Removed chicken/temp.mb (?)
Made the generated savegame name more failsafe
Disabled server autosave in-editor for less stuttering while testing
Fixed a crystal material being pink
Fixed terrain slope calculation being slightly off on diagonal polygons
Allowed water streams to form in the arctic biome again
Tweaked water level in the arid biome
Smoothened island outline shape falloff
Added separate conditional cliff texturing to beaches to allow for nice cliffs towards the ocean in the future
Made the default server seed get generated from a unique device identifier
Coderart-tweaked dirt texture to play nice with color mapping
Fixed rock_08 loving to be placed beneath the terrain
Tweaked maximum rock slopes
Added chicken to the spawn handler
Fixed underwater color grading looking neon blue in the arid biome
Made decor and grass refresh context menu force a refresh even if a patch wasn't shifted
Time of Day update to 2.3.2
Fixed some mesh import settings that would create unnamed materials on library recreation
Fixed campfire looking like metal
Removed colliders from animal skins (animal root object should handle collision)
Physics layer adjustments for less client and server lag
Added DisableMaterialImport asset processor
Organized the monument assets in a somewhat future-proof fashion
Subtracting from the subtractive satellite dish commit
Removing broken things
Restoring compatibility with the current server version
Replaced Unity water with custom water (disabled reflections and quite limited atm, but it's a solid base and will get better over time)
Made mesh obstacles bake their info to scriptable objects
Made tree colliders automatically get moved to the tree layer when updating their prefabs
Updated all the meta files to b14