12,611 Commits over 3,897 Days - 0.13cph!
Added max depth to PathFinder
Added road and roadside topology
Added FindClosestWalkable to PathFinder (used to find good approximation if start or end point are not walkable)
Unified splat and overlay terrain modifiers
Made paths avoid obstacles like rocks, monuments and rad towns
Kept dynamic resource spawns from dithering out of their spawn areas
Made paths flatten the terrain around them
Fixed that some monuments could still spawn inside each other
Refactored terrain maps to use 2D and 3D base classes
Added some additional set overloads to terrain maps
Added methods to push / pop the current editing target to terrain maps
Protocol++ (network + save)
Added process info to F1 menu if it can be retrieved on the current platform
Fixed some warnings (still some left in ItemIcon, but I don't want to break it - cc garry)
Implemented topology, biome and color terrain map bakes and loads
Made terrain map bakes handle size mismatches gracefully
Removed NPCLocomotion raycast height snap fallback
Fixed harmless warning in PrefabPreProcess
Changed heightmap extraction from bake to runtime
Enabled normalmap extraction from compressed texture
Added runtime compression to colormap
Fixed PrefabPreProcess setting inactive prefabs to active after processing if in the editor
Added debug logs to CullCell
Fixed PrefabPreProcess calling Awake / OnEnable on preprocessed prefabs if inside the editor
Added debug logs to RandomDynamicPrefab
Removed NPCSurvey from SpawnHandler tick (causing slow / crashing resource respawn?)
Added some randomization to rad towns 2 and 3
Added randomized mushrooms to more trees
Fixed pointless allocations in AISense
Changed AIObstacleRedirect to AISenseRedirect
Fixed ItemIcon shader being grayscale on OS X
Fixed two script class name fuckups
Strip server-only components on client build
Removed editor checksum debug log
More layout width for the info fields in the F1 menu
Added world seed, size and checksum to system info
Wait two frames between world generation steps to guarantee UI refresh
Terrain map extension refactor
Reduced RAM usage by making some textures readonly once they're no longer required by the CPU
Reduced RAM usage by never turning biome and topology data into textures
Reduced VRAM usage by compressing the normal map at runtime
Converted terrain normal map bake to tangent space (shaders need updating)
Made AssetStorage override previously stored PNGs
Made rad town placement attempt upper bound more sane
Added grass to TestLevel because why not
Added grass to LegacyLevelTerrain
Added level randomization scripts (toggle objects on monuments, spawn seed-synchronized clientside objects)
Added missing prefab references to prefab scenes
Added second ranomized entrance to radtown_small (test)
Added third game manager (only used for decor if inside the editor)
Fixed all decor having stripped meshes inside the editor
Added Prefab.LoadRandom
Added GameManager.CreatePrefab overloads that take a parent transform
Added RandomDecor class
Made all ICullable components get removed serverside
Moved mushroom prefabs to decor
Added randomized mushrooms to a certain tree prefab (test)
Forgot early exit if no spawnable component is present
Added spawnable component to loot barrel 2
Made spawn handler log an error if a prefab does not have a spawnable component
Unity keeps modifying this
Changed ParentRedirect to AIObstacleRedirect
Strip some unused components from trees if clientside
Reapplied changeset 5154 to UIScene
Split UI into pixel-perfect and scaled parts (required for FPS graph, testing for branding)
Removed some unused files from the base project folder
Fixed net_env being disabled
Scene updates to reflect SplatOverlay rename
Added terrain slope based flow direction to water animation (laying the foundation for proper waves)
Fixed god rays being invisible
Time of Day update to 3.0.0 prerelease 6
Never strip TOD PP shaders
Added generic uGUI graph class
Converted FPS graph to uGUI
Updated standard assets to b21
Removed unused code from system info
Fixed decor ordering being ambiguous for bushes
Protocol++
Switched system info mono section to direct calls
Added system info tab to F1 menu