12,530 Commits over 4,048 Days - 0.13cph!
Reapplied lighthouse change from changeset 7789
Randomize monument placement order
Fixed main menu NRE
Added "debugmode" start parameter
Converted water checks to a baked water map lookup for better performance and river support
Network++
Added topology filter to cargo plane
Refactored world initialization
Added support for procedural components to custom maps
Enabled terrain painting in editor play mode (allows looking at procedural terrain maps, cc petur)
Fixed underwater bridges (properly)
Fixed lighthouses interrupting bridges (avoid bridges when placing them)
Ghetto fixed possible initialization error in custom levels
Various spawntable fixes
Network++
Reset cloud parameters (no use in tweaking those while I change them on a daily basis)
Fixed bridges sometimes spawning underwater
Added level info to procedural map
Made test prefab mountain less shitty
Removed bush type 3 from the procedural map (source no longer exists)
God ray experiment (apply post-fog)
Vignette experiment (apply pre-tonemapping)
Fixed cloud billboards getting culled (wrong layer)
Merge from terrain-improvements
Ghetto fixed radtowns 2 and 4 being randomly scaled
Added LegacyLevel to build settings
Moved LegacyLevel to release folder
Various small fixes in the custom map
Prefab cleanup
Added checksum calculation to custom maps
Moved editor size and seed from game setup to terrain generator
Disconnect on checksum mismatch
Added refresh to spawn handler context menu
Render overlay alpha channel as white
Switched biome paint preview to overlay
Added decor quality slider
Enabled trees in LegacyLevel
Added terrain painting overlay to terrain and terrain blend shaders
Silly me, doing it all complicated
Ignore spawn handler position
Removed the need for WorldSetup
Trying an alternative height map encoding
Merge from custom-map-backend