10,607 Commits over 4,413 Days - 0.10cph!
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)
Fixed lighthouses spawning underwater
Fixed spawn filter of clutter flowers
Made spanning tree handle multiple passes in a nice way
Added DecorUtil class (methods for easy spawning of decor)
Added powerline placeholders to roadside
Made roads generate cliff topology if required when modifying the terrain around them
Improved edge fadeout of terrain map area modifiers
Refactoring and optimization
Fixed TerrainMap.ApplyFilter flooring the upper bound
Moved coordinate normalization utility methods to TerrainMeta
Exposed bridge height level in TerrainPath
Improved path cost calculation and path smoothing
Added the appropriate topology modifiers to land rock decorfor paths to avoid them
Replaced old placeholder path texture with a color adjusted version of the new dirt texture (for now)
Applied updated sand texture smoothness, specularity and height to atlas
Added some scattered bushes to the roadside
Made PathFinder reuse its visited map
Made summit height value depend on latitude
Prevented powerline poles from spawning on road by chance
Fixed terrain modifier placement being slightly off
SpawnFilter can now filter for both allowed and required topology types
Made rocks set their topology additively
Updated road costmap generation to correctly deal with multi-topologies
Updated all monument scenes to connect to roads
Added terrain to various monument scenes (now use auto height modifier and terrain anchor extraction)
Added hangar, brick building and metal frame building to monument spawning
Fixed missing prefab reference in metal frame building scene
Updated monument scene prefabs
Updated prefabs for multi-topologies
Fixed TestLevel splats getting cleared when running the scene