12,530 Commits over 4,048 Days - 0.13cph!
Removed trigger hack from TreeMesh
ST cleanup
Removed bush triggers as they're added incorrectly
Multiply constant fog color with light color grayscale value
Added data.export admin command (exports terrain data as RAW files)
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)
Replaced effects.grass toggle with grass.quality slider
Added terrain out of bounds check to TerrainAnchor (only affects very few seeds where the mountain would be placed partially outside of the world)
More INeedsToStartDisabled
Added INeedsToStartDisabled to a bunch of scripts
Tree optimizations
Protocol++ (network)
Second Windows path fuckup
Reverted possible Windows path fuckup which shouldn't have been committed in the first place
Fixed spawn population filters (/blame changeset 7129)
Disabled PVT by default as it doesn't seem to improve FPS for most people
Disabled shader preloading
Added "done" status to loading screen after all terrain components have been initialized
Removed some unused empty folders
Tweaked rock material terrain blending parameters
Prefab auto-updates (some serialized properties were removed it seems)
Tweaked road terrain adjustments
Tweaked rock topology radii
Increased distance between two cliff meshes by 50%
Protocol++ (network + save)
Fixed the occasional spawn inside rocks
Fixed some tree types spawning indefinitely
Added failsafe for future fuckups of this sort
Suddenly a few more shader variants appeared... okay.
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)
Tweaked path texture scale
Fixed some missing references in BuildingTest
Merge from terrain-improvements
Protocol++ (network + save)
Fixed some dedicated server compilation errors
Added padding to bridge terrain adjustment
Increased minimum river length and overall river count
Fixed that discarded rivers would block other rivers
Switched road pathfinder to von neumann neighborhood for more road wobbliness
Road / bridge analysis improvements
Better lakeside / oceanside / beachside topology generation
Verify vertex is forward-facing before adding it to the river mesh (fixes more overlap cases)
Allow full range of FOV slider to actually be applied
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
Grassland splat mapping tweaks
Forest splat mapping tweaks
Prefab scene placement updates
Smoothened river mesh slightly