12,611 Commits over 3,897 Days - 0.13cph!
Merge from main (skin bundles, so switching branches doesn't take forever)
Updated Procedural Map_Cliff_DecorUniformTest to use PlaceCliffsUniform
Updated cliff_hills_test to remove slope scale from Terrain Anchors (testing if this is even still required)
Added Z rotation to PlaceCliffsUniform
PlaceCliffsUniform initial version
Merge from world_update_2
Fixed ocean water depth on map sometimes being misleading
Added configurable SpawnFilterMode to PlaceCliffs, PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise
Merge from world_update_2
Improved terrain blending in areas where rivers flow into the ocean
Added GenerateOceanTopology to refresh ocean topology after all monuments have been placed (fixes missing water near harbors / ferry terminal)
PlaceDecorUniform, PlaceDecorValueNoise and PlaceDecorWhiteNoise can now all have their TerrainAnchorMode adjusted
Spawn populations can now specify monument types they want to avoid
Rowboats now avoid spawning in oasis
Adjusted MinDistanceSameType and MinDistanceDifferentType for canyons, lakes and oasis to take their fixed bounds into account
Added oasis and canyon monument types
Assigned correct monument types to canyons, lakes and oasis
Assigned correct monument bounds to canyons, lakes and oasis
Improved erosion splats
Erosion now avoids cliffs
Improved erosion distribution, simulation length and blending
Added ProceduralMapCliff test map
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Subtracting item pooling due to Item.MoveToContainer / Item.Save server NRE (too close to patch to attempt a fix)
Rowboat.Population avoids "Decor" topology
Added RadialBlur to AlwaysIncludedShaders
Merge from world_update_2
Fixed Parallel.For ignoring its start index parameter, which luckily has so far always been 0 (introduced in 2017)
Merge from world_update_2
Hopefully made WaterBody water level determination work on the server (now using collider instead of renderer)
Renamed bridge to swamp in terrain paint modes (as that's what it's actually painting)
Replacing several Pool.GetList and FreeList with the new Pool.Get and FreeUnmanaged (post merge cleanup)
Removing Terrain_Distance from Shader.SetGlobalTexture as its unused on the shader side (all use cases covered by Terrain_ShoreVector)
CraggyIsland TopologyMap fixes
TerrainTexturing.ShoreVector doesn't need to take water volumes into account (this was from when lakes were using water volumes)
Post merge formatting fixes
Removed WaterSystem.GetHeight / GetNormal / MinLevel / MaxLevel as several places were misusing it (everything should go through WaterLevel)
Main Camera post merge prefab fix
WaterLevel post merge compile fix
Merge from main (this will likely need some post-merge fixes)
Fixed terrain shader parameters not updating when TerrainConfig is adjusted
Forgotten file (WaterBody)
Don't place lakes where their water level would end up below 0 (lake / ocean rendering issue that would need wider water shader changes)
Fixed various errors in edit mode
Fixed water being invisible in edit mode
Subtracting
103462 (causing water rendering regressions)
Set SlopeScale for cliff_hills_large_temperate and cliff_hills_mid_temperate to 3 (baseline new functionality test)
Removed center terrain anchor from cliff_hills_large_temperate and cliff_hills_mid_temperate as it blocks placement on steeper slopes
Exposed TargetCount, TargetLength, AnchorModeInitial and AnchorModeRepeat in PlaceCliffs
Reduced TargetCount for cliff_hills_large_temperate from 8 to 4 (reduces generation time by order of magnitude with little visual impact)
Adjusted AnchorModeRepeat for cliff_hills_large_temperate and cliff_hills_mid_temperate to MaximizeHeight to ensure they stick out of the terrain as much as possible
Added TerrainAnchor.SlopeScale (scales anchor extents and offset as they are increasingly rotated, including its edit-time gizmos for easier tweaking)
Prefab<T> caches PrefabAttribute on repeat calls
Merge from world_update_2
Discard ocean fragments entirely if there's no chance the camera is inside the ocean (fixes remaining depth corruption issues while preserving underwater mask coverage while underwater)