12,611 Commits over 3,897 Days - 0.13cph!
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
Reverted accidental water render queue change
Changed random colormap multiplier to 90%-110% (instead of 100%-125%)
Improved splat and color mapping across the board
Tweaked rock placement parameters to form bigger, more compressed clusters
Raycast both heightmap and normalmap after the terrain generation was complete (to support grass on terrain blended cliff meshes etc)
Removed smoothness workaround from water shader (no longer required)
Removed directional light from reflection probe bake
Updated water to latest version
Subtracted changeset 5907 (wrong branch)
Removed hacky dictionary lookup from ambience manager (use multiselect enum instead)
Allowed water decor rocks to spawn in riverbeds
Added clutter rocks to riverbeds and roads
Removed debug output from procedural river component
Renamed water topology type to ocean (water is now ocean, river and shore combined)
Added procedural river component (traces non-zero-level rivers down mountains, WIP)
Added river topology type
Tweaked dune and lake noise
Reduced terrain edge padding