10,607 Commits over 4,413 Days - 0.10cph!
Post-merge compilation fix
Fixed terrain normal map bake
Fixed terrain map normal decode (result has to be in world space)
Manually backported changesets 5737 and 5740 to main
Log exception message as warning if noise cannot connect to native backend
Fixed RockMaterial error in test level
Added noise verification of the 1D value, 1D gradient and 2D gradient overloads
Made noise verification sample at random positions in the valid noise range rather than hardcoded boundaries
Log more specific warning in safe mode
Added property to ignore a certain splat to TerrainSplatSetGenerator
Updated radtown prefab splat modifiers
Fixed generic monuments occasionally spawning partially inside radtowns
Protocol++ (network + save)
Added missing colliders to the arctic field trees
Tweaked rock scale ranges
Forbid building directly on roads
Added global fog image effect (now in addition to aerial perspective)
Made satellite dish metal grate material cutout
Fixed missing references on the northern field tree colliders
Converted spanning tree to semi-directed
Added road and bridge segmentation
Added bridge placement backend
Added bridge topology type
Made road placement stop when encountering crossroads
Fixed various small weirdnesses in the road network calculation
Reduced the percentage of terrain that is turned into water
Improved terrain edge falloff
Increased lake frequency and amplitude slightly
Changed lake noise type to turbulence
Fixed beach and underwater cliff color looking a bit weird
Multithreaded pathfinding of the road network
Removed multithreading from post-road-placement cliff creation (possible race condition if splat, color, topology or path resolution mismatched)
Tweaked topology-based path cost to yield more natural looking paths
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
Prevented players from spawning inland or on cliffs (only coastal sand beach now)
Extended player spawns to include areas slightly to the north and south of the temperate biome
Tweaked dune and lake noise
Reduced terrain edge padding
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)