12,611 Commits over 3,897 Days - 0.13cph!
Prevented players from spawning inland or on cliffs (only coastal sand beach now)
Extended player spawns to include areas slightly to the north and south of the temperate biome
Enabled reflection probes on the 3 fastest quality settings (fixes black water)
Tweaked topology-based path cost to yield more natural looking paths
Removed multithreading from post-road-placement cliff creation (possible race condition if splat, color, topology or path resolution mismatched)
Multithreaded pathfinding of the road network
Reduced the percentage of terrain that is turned into water
Improved terrain edge falloff
Increased lake frequency and amplitude slightly
Changed lake noise type to turbulence
Fixed beach and underwater cliff color looking a bit weird
Converted spanning tree to semi-directed
Added road and bridge segmentation
Added bridge placement backend
Added bridge topology type
Made road placement stop when encountering crossroads
Fixed various small weirdnesses in the road network calculation
Fixed missing references on the northern field tree colliders
Made satellite dish metal grate material cutout
Added global fog image effect (now in addition to aerial perspective)
Forbid building directly on roads
Tweaked rock scale ranges
Added missing colliders to the arctic field trees
Added property to ignore a certain splat to TerrainSplatSetGenerator
Updated radtown prefab splat modifiers
Fixed generic monuments occasionally spawning partially inside radtowns
Protocol++ (network + save)
Added noise verification of the 1D value, 1D gradient and 2D gradient overloads
Made noise verification sample at random positions in the valid noise range rather than hardcoded boundaries
Log more specific warning in safe mode
Fixed RockMaterial error in test level
Log exception message as warning if noise cannot connect to native backend
Manually backported changesets 5737 and 5740 to main
Fixed terrain map normal decode (result has to be in world space)
Fixed terrain normal map bake
Post-merge compilation fix
Protocol++ (network + save)
Added some heightmap frequency randomization
Added failsafe to PrefabPreProcess (error if trying to modify assets directly inside the editor)
Added missing Spawnable component to loot barrels
Tweaked some monument terrain anchors and modifiers
Split terrain height and splat extraction for SceneToPrefab scenes into two scripts
Added all monuments back in
Slightly reduced warp multiplier of swiss noise
Fixed some buggy shorelines
Widened roadside topology (to properly analyze all modified terrain and turn it into cliffs if required)
Fixed SceneToPrefab not removing itself after overriding the prefab
Made ScenesToPrefabs check both the timestamp from editor preferences and the prefab file modify timestamp
Made SceneToPrefab prefab replacement a bit less hacky
Fixed some snowy forest bushes spawning on non-snow
Unified some painful to maintain duplicate rock prefabs (long overdue)
Widened shore topology to make roads avoid getting extremely close to water if not required (with vertex waves this will make sense anyhow)
Fixed build postprocessing error by doing random motions in the project panel http://i.imgur.com/lz7hOlC.gif
Increased topology modifier radius of rocks 7, 9, 10 and 13 to prevent roads from going through them
Increased required distance between two powerline poles
Tightened shore topology to keep lighthouses from spawning very far out in the ocean
Removed the ugly bridge placeholders (roads stop at the shore now, bridges will be added once we got some art)
Made bridges more expensive for the road planner
Time of Day update to latest
Tweaked colormap (clientside)
Fixed that some rocks wouldn't spawn (incorrect prefab folder)
Tweaked some spawn rules
Protocol++ (network + save)