10,535 Commits over 4,232 Days - 0.10cph!
Added procedural river component (traces non-zero-level rivers down mountains, WIP)
Added river topology type
Allowed water decor rocks to spawn in riverbeds
Added clutter rocks to riverbeds and roads
Removed debug output from procedural river component
Renamed water topology type to ocean (water is now ocean, river and shore combined)
Removed hacky dictionary lookup from ambience manager (use multiselect enum instead)
Subtracted changeset 5907 (wrong branch)
Updated water to latest version
Removed directional light from reflection probe bake
Removed smoothness workaround from water shader (no longer required)
Raycast both heightmap and normalmap after the terrain generation was complete (to support grass on terrain blended cliff meshes etc)
Tweaked rock placement parameters to form bigger, more compressed clusters
Improved splat and color mapping across the board
Changed random colormap multiplier to 90%-110% (instead of 100%-125%)
Reverted accidental water render queue change
Separated inspector splat type selection from internal splat index
Added conversion methods from splat index to splat type and vice versa
Updated splat selections in rad town scenes and prefabs
Refactored TerrainPath to support path smoothing in the future
Combined path and river backends to a generic path list
Added placeholder riverside decor
Added low, medium and high water qualities
Allowed rad towns to spawn in the tundra biome
Slightly increased max terrain height mismatch on rad towns 1 and 2 (helps finding spots on mountainy seeds)
Improved and optimized road network generation
Tweaked terrain parameters
Fixed all decor seeing a scale of 1 in Awake()
Added bridge blockouts to lakes, oceans and riverbeds
Don't attempt to spawn bridges if no target direction can be found
Added noise to terrain modifiers for less circular, more scattered shapes
Refactored decor spawning backend
Added method to scatter static decor directly onto paths (roads / rivers)
Only add terrain modifier noise to splat and color
Added rocks to riverbeds
Tweaked some rock decor terrain modifiers
Changed splat selection enum values to powers of two
Added colliders to all lighthouse bases
No longer connect lighthouses to the road network
Increased number of attempts to place lighthouses
Strip RockMaterial component in server builds
Updated cave prefab
Added warehouse monument
Bridge mesh placement tweak
Refactored the way decor parameters are applied on placement
Fixed minor colormap alpha issue
Added river water mesh generation (WIP)