12,611 Commits over 3,897 Days - 0.13cph!
Minor language setting tweak, probably changes nothing but whatever
Added build and commit scripts for Linux and OS X
Changed SimplexNoise to RustNative to be used for all future native code
Added SimplexNoise native library
SteamNative OS X bundle cleanup
Added a maximum jump angle to player movement to keep people from jump-climbing up walls and trees
Refactored AILocomotion speed and direction controls
Updated animal speeds
Updated some decor and spawn filter rules
Added a slippery slope piece to the test level
More work on the character controller
Added some missing #if SERVER
Added waypoint system
Added dedicated subtree behaviour system
Added animal patrol behaviour
Made behaviour trees more modular
Added beaches1 and beaches2 placeholders
Fixed resources loaded from saves not incrementing the population count
Refactored Spawnable / SpawnHandler
Fixed underwater fog being slightly visible above water
Fixed first person camera position not matching player head position when ducked
Fixed player being able to unduck into other colliders
Tweaked underwater effects
Fixed physics / metabolism water level being higher than the water plane
Fixed players sometimes spawning inside objects
Made ores spawn everywhere (at least for the time being)
Decreased grass vertex count (performance test)
Made grass patch vertex count error log group properly in Sentry
Slightly increased grass tapering distance
Added graphics.quality X (sets the same parameter the launcher sets, X can be between 0 and 5)
Minor spawn handler tweaks
Made SERVER+CLIENT+STEAM default project compile option (I think it always used to be like this?)
OCC (obsessive compulsive commit)
Increased water opacity
Fixed underwater fog always being disabled
Added per-biome grass textures
Refactored the way SpawnFilter and TerrainMath handle temperature
Tweaked terrain generation (now allows seeds that would lead to collider overflows in Unity 4)
Protocol++
Refactored grass system to support multiple instances thereof
Added support for using different filters for every texture in the atlas to the grass system
Removed some unused code from TerrainMath
Tweaked spawn handler placement check height offset (may fix trees spawning inside rocks, requires server restart)
Biome tweaks (all trees in the snow biome are now snowy, some nicer transitional noise, requires server restart)
Made grass dithering add more position and color noise in transitional areas
Tweaked forest clutter to form nicer clusters
Fixed bug in AIPart (this explains the teleportation)
More AILocomotion adjustments in another attempt to fix animals teleporting to origin
Tweaked forest distribution (more snowy trees)
Reverted spawn debug logs
Doubled some forest densities (performance test, requires server restart)
Added fps.limit X (where X = max fps, default = -1 = no limit)
Auto-updated terrain asset files (5.0.0b3)
Added missing meta files (just folders, nothing serious)
Time of Day update to 2.2.1 prerelease 1
More impact particle effect shader updates
Added GrassSpawn.Tapering parameter
Tweaked grass prefab