12,530 Commits over 4,048 Days - 0.13cph!
Time of Day update to 3.0.2
Set the ingame date to the the current date when starting a server (only date, not time)
Removed some debug remote logging that never happens
Added crystals to spawning
Tweaked crystal materials and prefab settings
Unified tree mesh and decor modifiers
Added basic refraction shader
Setup crystal prefabs
Made spawn handler preserve any prefab rotation
Added refresh to tree mesh script context menu
Added offset to tree mesh
Added timings to all prefab refresh options
Time of Day update to 3.0.1f2
Updated some image effect shader syntax
Time of Day update to 3.0.1
Added aerial density and fog color to climate blending
Tweaked DecorComponent seed handling
Tweaked cliffs
Improved randomness of SeedRandom.Sign
Changed rock material adjustments from Start to Awake
Made all per-object decor randomizations fully modular
Experimenting with a new rock tinting technique (for smooth biome transitions)
Updated riverside and roadside spawn filters
Path / bridge tweaks and fixes
Reduced minimum distance between two rad towns
Fixed the cause of a metric ton of road network generation weirdness
Only generate roads of a certain length, discard super short ones
Added cliff prototypes
Added three static decor placement types (white noise, value noise and uniform)
Only generate rivers of a certain length, discard super short ones
Reduced maximum allowed path slope from 35 degrees to 30 degrees
Temporary fix for players spawning at world origin with some seeds
Workaround for "group < 0x7fff" spam on load inside the editor
Refactored static decor placement (now uses noise octaves instead of shitty blob clustering)
Tweaked lake and island shape
Properly separated ocean and lake topologies
Fixed players sometimes spawning next to lakes
Fixed lighthouses sometimes spawning on lakes
Fixed lakeside decor sometimes spawning next to ocean
Subtracted changeset 6468
Disabled roadside trees (until the roadside topology fix can be merged to main)
Fixed static decor not aligning to normal
Made dynamic decor always align to normal by default (can still be overridden per-prefab)
Fixed forestside topology getting incorrectly flagged as roadside topology
Added a ton of new decor and some new tree types
Smoothed climate blending over time
Moved climate from net_env to its own prefab so that it's no longer duplicated (CL/SV) in the editor
Shortened world checksum to two segments (way faster and still fairly safe)
Minor iceberg spawn filter fix
Strip Unity / ST tree component from server builds
Greatly reduced serverside tree collider counts
Updated all TestLevel bakes
Refactored splat and biome maps to natively support bit masks in their getters
Refactored the way terrain colors are sampled to support one color per splat per biome