10,535 Commits over 4,232 Days - 0.10cph!
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
Protocol++ (network + save)
Updated dirt coloring under decor rocks
Applied new dirt coloring to cave prefab
Improved native noise failure detection
Added safemode argument (boolean)
Added more details to the managed noise fallback exception
Removed unsafe keyword from noise fallback
Spawn bright clutter rocks around bright decor rocks
Added more native noise backend logging
Fixed server compilation (EffectRecycle)
Log noise fallback message if in safe mode as well
Cherry picked commit #5023 to main
Fixed cave exploit that would allow to get inside a mountain
Fixed random scale not being applied to tree meshes that spawn directly into terrain batching (without prior placeholder)
Fixed random scale not being applied to tree meshes that spawn via network
Increased the random scale range on all bushes
Merge from bushes-everywhere
Protocol++ (network + save)
Made terrain map bakes store PNGs instead of Unity assets
Fixed me calling native simplex noise methods in the managed composite noise methods like an idiot
Prefixed native calls to prevent accidental usage in the future
Initial version of the dynamic cull grid
Added priority to decor scripts
Added cull grid instance (still unused)
Added field rocks to the arctic biome
Gave rocks placement priority over bushes and made them block bush placement
Tweaked rock terrain modifiers
Tweaked bush scales
Tweaked test cave
Protocol++ (network + save)
Made monuments block other stuff from from spawning inside them as well
Hacky biome and topology map loading for TestLevel
Updated water to latest version
Fixed water shore fade and refraction
Fixed that underwater image effects looking insane (mostly caused by very bright height fog)
Time of Day update to 3.0.0 prerelase 4
Added native support for aerial perspective
Made aerial perspective depth calculation physically based
Allows for fog that is unrelated to aerial perspective
Combined sky and ground passes into a single pass
Trying synchronous reflection probe updating to see if that fixes the reflection probe issues
Tweaked water material reflection intensity
Time of Day update to 3.0.0 prerelease 5
Fixed water writing to depth on Windows
Reverted GlobalFog to the default import (aerial perspective is now its own image effect)
Made atmosphere render in scene view even if the game view uses the atmosphere / aerial perspective image effect