12,530 Commits over 4,048 Days - 0.13cph!
Added water splash particle effect placeholder
Fixed paths that are too short sometimes being added to the path lists
Fixed river-ocean transition
Added smooth path terrain adjustment fadeout to splat and topology adjustments as well
Improved road-terrain transition
Improved crossroad blending
Fixed path and side object densities being higher than specified
Improved placement of high voltage powerlines
Fixed some minor issues with the wire shader
Tweaked the powerline cable material
Tweaked micro cliff and waterside decor spawn rules
Changed TerrainMap quad painting to a software rasterization algorithm instead of just using the bounding box
Resize the tangent array a well when resampling a path
Removed some duplicate work being done in PathInterpolator
Fixed some rocks spawning on roads
Added PathInterpolator (various interpolation methods along a 3D path)
Refactored path code and switched everything to PathInterpolator
Made roads more wiggly
Fixed roadside / riverside topologies dilating into road / river
Optimized some topology checks
Fixed missing bridges
Added powerline topology around powerlines
Don't allow road slopes that would break the current Guinness world record
Added collider to high voltage pole
New roads WIP
Various improvements for the road and river terrain adjustments
Fixed early singleton initialization in standalone builds
Added big-ass high voltage powerlines
Only connect powerline poles if 3 or more can be connected in a row
When placing a roadside object fails try again as soon as possible (instead of waiting for the next node)
Increased road and river width
Changed a bunch of stuff about how roads and rivers are generated
Improved monument spawn filter checking
Improved sunrise / sunset time analysis
Tweaked climate blending angle
Changed climate blending to use calculated sunrise and sunset hours and the sun zenith angle
Fixed TOD_Sky.SunriseTime and TOD_Sky.SunsetTime being off by 12 hours
Changed terrain paint overlay to multiplicative so that it's visible on snow
Reapplied changeset 8383 but different
Subtracted changeset 8383
Improved splat mapping of post-generation cliff detection
Multithreaded post-generation cliff detection
Forced river meshes to flow downhill
Updated cave prefab to LOD grid and the new non-raycasting setup
Updated rock prefabs to new non-raycasting setup
Retired TerrainTopology.BLENDED
Major refactoring of procedural components
Made ImageProcessing.Dilate2D more generic
Removed the need for terrain raycasting step during load
Added ProceduralObject system
Added AddToHeightMap and AddToWaterMap scripts (replace raycasting)
Improved cliff analysis (fixes some cases where grass would spawn midair)
Renamed PlaceInfrastructure to PlaceRoads
Added PlacePowerlines barebones
Cleanup, minor cloud billboard fix when playing inside the editor
Fixed reflection probe orientation with rotated sky domes
Time of Day inspector fixes
Check distance between two power poles before connecting them
Wire shader and material tweaks
Working powerline wiring https://www.youtube.com/watch?v=e_DqV1xdf-Y
Even better without missing materials