10,607 Commits over 4,413 Days - 0.10cph!
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
Align swimming decor to world up vector
Removed noise from alpha setter
Cleaned up some code
Exposed some alignment options in all procedural placement scripts
Fixed an issue where terrain anchors would reject suitable positions
Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
Allowed grass to grow on top of caves
Fixed mountain prefab
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Ported the new cliff assets to the procedural map
Ported new overhang assets to the procedural map
Tweaked micro cliff placement
Made forests in the temperate and arctic biomes bigger
Tweaked sand splat mapping
Grass placement rule tweak
Refactored ProceduralComponent system to use two passes (pre pass and final pass)
Increased river vertex count
Generate river mesh in procedural final pass
Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab
Removed some hacky code that's no longer required from the decor and monument placement scripts
Tweaked path side placement
Roadside / riverside tweak
Removed default normal alignment and rotation randomization from clutter scripts
Updated clutter prefabs (need to align to normal via decor components now)
Tedious resource prefab updates, fixing some minor issues in the process
River splat mapping tweak
Removed some deprecated code from SpawnFilter
Tweaked prefab mountain scale
Retired the concept of overlay splats (there are smarter ways)
Added generic versions of the rock materials (those are the ones that will be parameter-adjusted using property blocks)
Rock prefab updates and tweaks
Terrain raycast tweaks
Fixed `server.seed 111111111` resulting in seed `111111112` and various related issues
Smoothened river mesh slightly
Prefab scene placement updates
Forest splat mapping tweaks
Grassland splat mapping tweaks
Allowed resources to spawn on rocks that are part of the terrain
No longer prevent resources from spawning on decor topology
Optimized resource spawning, especially the initial spawn wave
Tweaked forest sizes
Allow full range of FOV slider to actually be applied
Verify vertex is forward-facing before adding it to the river mesh (fixes more overlap cases)
Road / bridge analysis improvements
Better lakeside / oceanside / beachside topology generation
Switched road pathfinder to von neumann neighborhood for more road wobbliness
Increased minimum river length and overall river count
Fixed that discarded rivers would block other rivers
Added padding to bridge terrain adjustment