12,611 Commits over 3,897 Days - 0.13cph!
Fiddled in the new sand texture because the old one is killing me
Added verification (+ fallback) of the set terrain resolution to the terrain generator
Protocol++ (network + save)
Tweaked heightmap parameters
Tweaked checksum calculation
Tweaked dune noise
Tweaked hill frequency and amplitude
Tweaked forest frequency and size in the arctic and arid biomes
Slightly reduced size of the arid biome
Increased terrain resolution (4x)
Added proper segmentation to heightmap generation
Added dunes to heightmap generation
Increased forest density, frequency and size
Increased valid noise seeding range
Optimized checksum generation
Re-enabled threading in-editor
More detailed checksum mismatch logging
Made noise library use native implementation if possible, otherwise use managed fallback
Forced alphabetical order when spawning decor types
Protocol++ (network + save)
Converted TerrainTreeBatch to the new fast getter and setter in b20
Made clientside tree placeholders move when their owner entity is moved (fixes trees at origin, invisible trees)
Applied adjustments to the spawn handler object in the procedural map scene to the spawn handler prefab
Switched noise generation to managed backend (debugging)
Always log checksum if in-editor
Made procedural generation modular so that each part can be used standalone
Forced GameManager prefab lists to be sorted by name for cross-compile consistency
Updated RustNative
Updated prefab scenes
Switched TerrainNoise to double precision (using native backend by default again)
Protocol++ (network + save)
Updated noise generator to double precision
Only use native noise backend if editor, client and server
Fixed error console spam in main menu
Fixed BuildingTest scene
Updated terrain map extension editor baking to store per-terrain instead of per-scene
Added editor baking support to all terrain map extensions (WIP)
Added splat modifier placement and anchor placement to TerrainModifierGenerator
Updated radtown_small3 scene (not the prefab yet)
Fixed splat terrain modifier introducing some NaN values to the splatmap in certain cases
Log errors if the heightmap or splatmap contain NaN values when calculating the world checksums
Added direct getters to TerrainTopologyMap and TerrainBiomeMap
Added fadeout distance and placement distance parameters to terrain modifier generator
Converted radtown_small3 to use automatic terrain info extraction (WIP, not updating prefabs yet to remain compatible)
Made heightmap postprocessing run before placing monuments to keep it from offsetting adjusted terrain
Made terrain tree meshes spawn in OnEnable and despawn in OnDisable (instead of Awake and OnDestroy)
Added TerrainModifierGenerator editor script
Added fast single-pixel fallback if radius is zero to all terrain modifiers
Added resolution setup to terrain meta inspector
Added opacity parameter to all terrain modifiers
Implemented global pass in all terrain modifiers
Added checksum verification on connect
Added "Blocked" terrain topology type
Added TerrainTopologySet terrain modifier
Added checksum to connection approval protobuf
Increased sun mesh brightness and decreased moon mesh brightness to work better with bloom / lens dirt
Enabled reflection probes on OS X / Linux if in-editor (no problems there)
Added per-instance seed offset to all decor spawners to increase cross-instance spread
Reapplied reflection probe disable patch for OS X / Linux
Time of Day update to 3.0.0 prerelease 3
Tweaked SH calculations to be more in line with default lighting
Set ambient color (used in bottom hemisphere) to the same as the one in default lighting
Temporarily reduced reflection cubemap intensity by 75%
Made SpanningTree capable of handling multiple disconnected subtrees
Added TerrainMeta inspector
Switched default in-editor compilation settings back to CLIENT+SERVER
Made setting up terrain extensions a bit less horrible
Forced TerrainMeta to be present on terrains with extensions
Added dummy implementation of ServerConsole on OS X / Linux