10,618 Commits over 4,444 Days - 0.10cph!
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
Fixed some dedicated server compilation errors
Protocol++ (network + save)
Merge from terrain-improvements
Fixed some missing references in BuildingTest
Tweaked path texture scale
Shader preloading with ShaderVariants asset (Shader.WarmumAllShaders only preloads the current scene and loaded resources)
Startup crash on OSX debugging
Wait two frames after updating UI in bootstrapping (this is required in the terrain generator, so probably also here)
Suddenly a few more shader variants appeared... okay.
Fixed some tree types spawning indefinitely
Added failsafe for future fuckups of this sort
Fixed the occasional spawn inside rocks
Tweaked road terrain adjustments
Tweaked rock topology radii
Increased distance between two cliff meshes by 50%
Protocol++ (network + save)
Prefab auto-updates (some serialized properties were removed it seems)
Tweaked rock material terrain blending parameters
Removed some unused empty folders
Added "done" status to loading screen after all terrain components have been initialized
Disabled shader preloading
Disabled PVT by default as it doesn't seem to improve FPS for most people
Fixed spawn population filters (/blame changeset 7129)
Reverted possible Windows path fuckup which shouldn't have been committed in the first place
Second Windows path fuckup
Tree optimizations
Protocol++ (network)
Added INeedsToStartDisabled to a bunch of scripts
More INeedsToStartDisabled
Added terrain out of bounds check to TerrainAnchor (only affects very few seeds where the mountain would be placed partially outside of the world)
Replaced effects.grass toggle with grass.quality slider
PrefabAttribute tweaks
Mountain terrain blending tweaks
Replaced monument terrain blending with a system similar to mountain blending (WIP, no splat support yet)
Rock layer fixes (grass can grow on certain rocks again)
Road planner improvements
Reallowed diagonals in road planner
Tweaked bridge cost in road planner
Protocol++ (network + save)
Added data.export admin command (exports terrain data as RAW files)
Multiply constant fog color with light color grayscale value
ST cleanup
Removed bush triggers as they're added incorrectly
Removed trigger hack from TreeMesh
Praise the lawd, I think I fixed the reason for the radtown_small_2 prefab getting modified all the time
Allow clients to call data.export
Some code cleanup in monument / mountain terrain placement
Added terrain memory usage to F1 menu world info
Improved roadside decor placement