10,607 Commits over 4,413 Days - 0.10cph!
Fixed some spawn rules that broke with changeset 6269
Prevent rivers from crossing each other
Added placeholder object to river sources
Fixed some decor not properly aligning to normal by default
Fixed beachside trees spawning forestside
Fixed some player spawns being inland
Made paths and rivers store height values when assembling the point lists
Doubled river vertex density
Increased maximum river trace distance
Some refactoring and cleanup
Tweaked the scale range of some river rocks
Splat improvements
Remove snow from paths
Tweaked bridge prefab to push it slightly further out of the ground
Tweaked rock prefabs to push them slightly further into the ground
Tweaked arid forest frequency and size
Updated game manifest
Protocol++ (network + save)
Fixed the occasional bridge rotation weirdness
Fixed a warning (unused variable)
Removed some unwanted underwater snow
Tweaked monument spawn rules
Fixed biome map texture unpacking
Rebaked test level biome texture
Added colliders to bridges (oops)
Assigned proper physics material to trees
Fixed calculated climate temperature being 1/4 of the actual temperature
Removed giant collider from warehouse
Added HorizontalAttribute to draw things in the inspector horizontally instead of vertically
Added BlendTexture class that blends two textures together (replaces BlentLUT)
Added all functionality of AtmosphericBlend to Climate (blending now uses biomes)
Removed AtmosphericBlend and BlendLUT
Added a generic base class for processed textures
Added BlurTexture class (because why not)
Increased min view distance from 50 to 250 to prevent nightvision trickery
Fixed resources spawning on cliffs
Reorganized some decor folders
Refactored splat and biome maps to natively support bit masks in their getters
Refactored the way terrain colors are sampled to support one color per splat per biome
Updated all TestLevel bakes
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
Minor iceberg spawn filter fix
Shortened world checksum to two segments (way faster and still fairly safe)
Smoothed climate blending over time
Moved climate from net_env to its own prefab so that it's no longer duplicated (CL/SV) in the editor
Added a ton of new decor and some new tree types