10,607 Commits over 4,413 Days - 0.10cph!
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
Scale river depth with terrain slope
Apply decor components on riverside and roadside decor
Changed checksum calculation to topology-only
Include full topology map in checksum rather than checkerboard pattern
Improved bridge terrain adjustments
Increased heightmap resolution to be in line with the custom 4k map
Removed splat based height offset
Added blended topology type
Optimized terrain raycasting step
Added blended topology to cave