12,611 Commits over 3,897 Days - 0.13cph!
Refactored ProceduralComponent system to use two passes (pre pass and final pass)
Increased river vertex count
Generate river mesh in procedural final pass
Apply terrain modifiers, terrain anchors and decor components before instantiating the prefab
Removed some hacky code that's no longer required from the decor and monument placement scripts
Grass placement rule tweak
Tweaked sand splat mapping
Made forests in the temperate and arctic biomes bigger
Tweaked micro cliff placement
Ported new overhang assets to the procedural map
Ported the new cliff assets to the procedural map
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Allowed grass to grow on top of caves
Fixed mountain prefab
Removed noise from alpha setter
Cleaned up some code
Exposed some alignment options in all procedural placement scripts
Fixed an issue where terrain anchors would reject suitable positions
Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
Align swimming decor to world up vector
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
Porting over a shitton of new assets to the procedural map
Cleaning up some shit
Updated RustNative
Updated noise bindings
Updated heightmap generation
Reverted composite noise to work in normalized space, scale the result by amplitude
Added test mountain prefab
Jordan noise tweak
Updated composite noise header file
Changed splat mapping algorithm to take advantage of the new biome coloring (still some broken stuff to iron out)
Added climate prefab to TestLevel
Increased overall brightness of the night with full moon
Fixed lighthouse LOD group component
Re-committing LegacyLevel scene
Added missing byte to float conversion to biome texture generation
Removed TerrainNormalMap (get normals from TerrainHeightMap on the fly, height map also stores normal texture now)
Removed the need for normal map decoding at level start (no more need for texture decompression hackery)
Added some lightweight compression to a couple of terrain maps
Snow is no longer treated as an overlay
Added some missing terrain texture binds
Refactored TerrainConfig to be generic for N splats without hardcoded splat names
Scale rock detail texture UV tiling with object scale via property block
Compress terrain biome texture in VRAM
Don't create terrain alpha texture mip maps
Removed TerrainTexture and TerrainOverlay constant containers
Added TerrainSplat.TEXTURES and TerrainSplat.OVERLAYS masks
Removed some missing script references
Made non-unique folder meta file GUID unique
Fixed a gazillion missing materials on autospawn rock prefabs, cave_small and river source
Reapplied fixes from commit 6783
Fixed terrain bakes in LegacyLevel
Added missing TerrainColor component to LegacyLevel
Ninja-committing because Petur hasn't answered for 15 minutes and is probably dead
Water normal map fiddling