12,530 Commits over 4,048 Days - 0.13cph!
Merged water changes from main
Some water shader define renames for the river shader
Added tangents to river meshes
Oprimized river mesh geometry (less stretched triangles)
Setup river mesh UV coordinates to work with the river shader
Clamp reflections that go horizontally off screen (only cut off if vertically off screen)
Fix confirmed, remove debugging stuff
Reapplied water changes with reduced maximum loop unroll depth
Re-added the 3 water qualities (hopefully working around the presumed Unity bug this time)
Updated water shader in preparation for river shader
Reapplied radtown scene changes
Merge from main (aka scene merge from hell)
Added test river mesh material
Made terrain raycasting optional
Added delta modifier methods to the terrain height map (mostly for rivers)
Cleaned up some terrain map code
Added river water mesh generation (WIP)
Fixed minor colormap alpha issue
Refactored the way decor parameters are applied on placement
Bridge mesh placement tweak
Updated cave prefab
Added warehouse monument
Strip RockMaterial component in server builds
Added colliders to all lighthouse bases
No longer connect lighthouses to the road network
Increased number of attempts to place lighthouses
Changed splat selection enum values to powers of two
Added rocks to riverbeds
Tweaked some rock decor terrain modifiers
Only add terrain modifier noise to splat and color
Refactored decor spawning backend
Added method to scatter static decor directly onto paths (roads / rivers)
Added noise to terrain modifiers for less circular, more scattered shapes
Don't attempt to spawn bridges if no target direction can be found
Fixed all decor seeing a scale of 1 in Awake()
Added bridge blockouts to lakes, oceans and riverbeds
Tweaked terrain parameters
Improved and optimized road network generation
Slightly increased max terrain height mismatch on rad towns 1 and 2 (helps finding spots on mountainy seeds)
Allowed rad towns to spawn in the tundra biome
Added low, medium and high water qualities
Refactored TerrainPath to support path smoothing in the future
Combined path and river backends to a generic path list
Added placeholder riverside decor
Updated splat selections in rad town scenes and prefabs
Separated inspector splat type selection from internal splat index
Added conversion methods from splat index to splat type and vice versa