10,528 Commits over 4,201 Days - 0.10cph!
    
    
    
        
            
            
            
                
                Made SpanningTree capable of handling multiple disconnected subtrees
                
                
                
                
             
         
        
        
            
            
            
                
                Time of Day update to 3.0.0 prerelease 3
Tweaked SH calculations to be more in line with default lighting
Set ambient color (used in bottom hemisphere) to the same as the one in default lighting
Temporarily reduced reflection cubemap intensity by 75%
                
                
                
                
             
         
        
            
            
            
                
                Reapplied reflection probe disable patch for OS X / Linux
                
                
                
                
             
         
        
            
            
            
                
                Added per-instance seed offset to all decor spawners to increase cross-instance spread
                
                
                
                
             
         
        
            
            
            
                
                Enabled reflection probes on OS X / Linux if in-editor (no problems there)
                
                
                
                
             
         
        
            
            
            
                
                Increased sun mesh brightness and decreased moon mesh brightness to work better with bloom / lens dirt
                
                
                
                
             
         
        
            
            
            
                
                Added checksum to connection approval protobuf
                
                
                
                
             
         
        
            
            
            
                
                Added "Blocked" terrain topology type
Added TerrainTopologySet terrain modifier
                
                
                
                
             
         
        
            
            
            
                
                Added checksum verification on connect
                
                
                
                
             
         
        
            
            
            
                
                Added opacity parameter to all terrain modifiers
Implemented global pass in all terrain modifiers
                
                
                
                
             
         
        
            
            
            
                
                Added TerrainModifierGenerator editor script
Added fast single-pixel fallback if radius is zero to all terrain modifiers
Added resolution setup to terrain meta inspector
                
                
                
                
             
         
        
            
            
            
                
                Made terrain tree meshes spawn in OnEnable and despawn in OnDisable (instead of Awake and OnDestroy)
                
                
                
                
             
         
        
            
            
            
                
                Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
                
                
                
                
             
         
        
            
            
            
                
                Added fadeout distance and placement distance parameters to terrain modifier generator
Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
                
                
                
                
             
         
        
            
            
            
                
                Added direct getters to TerrainTopologyMap and TerrainBiomeMap
                
                
                
                
             
         
        
            
            
            
                
                Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
                
                
                
                
             
         
        
        
            
            
            
                
                Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
                
                
                
                
             
         
        
            
            
            
                
                Added editor baking support to all terrain map extensions (WIP)
                
                
                
                
             
         
        
            
            
            
                
                Fixed BuildingTest scene
Updated terrain map extension editor baking to store per-terrain instead of per-scene
                
                
                
                
             
         
        
            
            
            
                
                Fixed error console spam in main menu
                
                
                
                
             
         
        
            
            
            
                
                Only use native noise backend if editor, client and server
                
                
                
                
             
         
        
            
            
            
                
                Updated RustNative
Updated prefab scenes
Switched TerrainNoise to double precision (using native backend by default again)
Protocol++ (network + save)
                
                
                
                
             
         
        
            
            
            
                
                Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency
                
                
                
                
             
         
        
            
            
            
                
                Always log checksum if in-editor
                
                
                
                
             
         
        
            
            
            
                
                Switched noise generation to managed backend (debugging)
                
                
                
                
             
         
        
            
            
            
                
                Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
                
                
                
                
             
         
        
            
            
            
                
                Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
                
                
                
                
             
         
        
            
            
            
                
                Forced alphabetical order when spawning decor types
Protocol++ (network + save)
                
                
                
                
             
         
        
        
            
            
            
                
                Made noise library use native implementation if possible, otherwise use managed fallback
                
                
                
                
             
         
        
            
            
            
                
                More detailed checksum mismatch logging
                
                
                
                
             
         
        
            
            
            
                
                Re-enabled threading in-editor
                
                
                
                
             
         
        
            
            
            
                
                Increased terrain resolution (4x)
Added proper segmentation to heightmap generation
Added dunes to heightmap generation
Increased forest density, frequency and size
Increased valid noise seeding range
Optimized checksum generation
                
                
                
                
             
         
        
            
            
            
                
                Tweaked dune noise
Tweaked hill frequency and amplitude
Tweaked forest frequency and size in the arctic and arid biomes
Slightly reduced size of the arid biome
                
                
                
                
             
         
        
            
            
            
                
                Tweaked checksum calculation
                
                
                
                
             
         
        
            
            
            
                
                Tweaked heightmap parameters
                
                
                
                
             
         
        
        
        
            
            
            
                
                Protocol++ (network + save)
                
                
                
                
             
         
        
            
            
            
                
                Added verification (+ fallback) of the set terrain resolution to the terrain generator
                
                
                
                
             
         
        
            
            
            
                
                Fiddled in the new sand texture because the old one is killing me
                
                
                
                
             
         
        
            
            
            
                
                Fixed Windows build being completely fucked
Protocol++ (network + save)
                
                
                
                
             
         
        
            
            
            
                
                Added terrain to all rad town prefab scenes
Updated terrain modifier generator for more control
                
                
                
                
             
         
        
        
            
            
            
                
                Added dedicated lake noise
Allowed forests to spawn in lower altitude areas
                
                
                
                
             
         
        
            
            
            
                
                Added terrain anchor generator
Fixed TextureToColor yielding incorrect results
Fixed terrain modifier generator ignoring splat edge fade
Updated radtown scenes
Updated radtown prefabs
                
                
                
                
             
         
        
            
            
            
                
                Merge from radtown-prefabs