10,480 Commits over 4,171 Days - 0.10cph!
Never strip TOD PP shaders
Time of Day update to 3.0.0 prerelease 6
Fixed god rays being invisible
Added terrain slope based flow direction to water animation (laying the foundation for proper waves)
Scene updates to reflect SplatOverlay rename
Fixed net_env being disabled
Removed some unused files from the base project folder
Reapplied changeset 5154 to UIScene
Split UI into pixel-perfect and scaled parts (required for FPS graph, testing for branding)
Changed ParentRedirect to AIObstacleRedirect
Strip some unused components from trees if clientside
Unity keeps modifying this
Added spawnable component to loot barrel 2
Made spawn handler log an error if a prefab does not have a spawnable component
Forgot early exit if no spawnable component is present
Added Prefab.LoadRandom
Added GameManager.CreatePrefab overloads that take a parent transform
Added RandomDecor class
Made all ICullable components get removed serverside
Moved mushroom prefabs to decor
Added randomized mushrooms to a certain tree prefab (test)
Added level randomization scripts (toggle objects on monuments, spawn seed-synchronized clientside objects)
Added missing prefab references to prefab scenes
Added second ranomized entrance to radtown_small (test)
Added third game manager (only used for decor if inside the editor)
Fixed all decor having stripped meshes inside the editor
Added grass to LegacyLevelTerrain
Added grass to TestLevel because why not
Made rad town placement attempt upper bound more sane
Converted terrain normal map bake to tangent space (shaders need updating)
Made AssetStorage override previously stored PNGs
Terrain map extension refactor
Reduced RAM usage by making some textures readonly once they're no longer required by the CPU
Reduced RAM usage by never turning biome and topology data into textures
Reduced VRAM usage by compressing the normal map at runtime
Wait two frames between world generation steps to guarantee UI refresh
Added world seed, size and checksum to system info
More layout width for the info fields in the F1 menu
Removed editor checksum debug log
Strip server-only components on client build
Fixed two script class name fuckups
Fixed ItemIcon shader being grayscale on OS X
Fixed pointless allocations in AISense
Changed AIObstacleRedirect to AISenseRedirect
Added randomized mushrooms to more trees
Added some randomization to rad towns 2 and 3
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor
Added debug logs to RandomDynamicPrefab
Added debug logs to CullCell
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor
Implemented topology, biome and color terrain map bakes and loads
Made terrain map bakes handle size mismatches gracefully
Removed NPCLocomotion raycast height snap fallback
Fixed harmless warning in PrefabPreProcess
Changed heightmap extraction from bake to runtime
Enabled normalmap extraction from compressed texture
Added runtime compression to colormap
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
Added process info to F1 menu if it can be retrieved on the current platform
Made paths flatten the terrain around them
Fixed that some monuments could still spawn inside each other
Refactored terrain maps to use 2D and 3D base classes
Added some additional set overloads to terrain maps
Added methods to push / pop the current editing target to terrain maps
Protocol++ (network + save)
Unified splat and overlay terrain modifiers
Made paths avoid obstacles like rocks, monuments and rad towns
Kept dynamic resource spawns from dithering out of their spawn areas
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
Added max depth to PathFinder
Added road and roadside topology
Moved everything on the occluder layer to the invisible layer (occluder layer is no longer in use or functional)
Made procedural generation fully modular (for exact control over the step order)
Made static decor and monument placement part of the modular procedural generation
Simplified decor system (now only used for dynamic clientside clutter, as it should be)
Merged modular procedural generation from main/roads
Protocol++ (network + save)