10,539 Commits over 4,324 Days - 0.10cph!
Changed default time to 6 AM again (i.e. time after server restart)
Added TerrainMath colormap getters
Fixed grass patches sometimes looking like someone's lawn (will miss those neat square patches)
Fixed some minor spawn filter things (mainly changed all getters to interpolated versions thereof)
Reorganized the decor spawn systems
Added terrain anchor script that can be used to define terrain requirements for spawning a certain object
Added list decor spawn type to spawn all objects from a list once
Added test wolf monument to the procedural map
Fixed some decor system and spawn filter fuckups
Made monuments spawn on server as well
Fixed monuments aligning to terrain normal by default
Refactored & cleaned up decor spawn system
Changed TerrainAnchor to use interpolated terrain height
Fixed server compile error (minimal hotfix, there should probably be more of the view model code in #if CLIENT)
Changed MeshToBoxCollider to SetupAIObstacle (no longer offers option to convert to box collider)
Made some preprocessing / parameter scripts auto-destroy on instantiate
Removed garbage collect calls from terrain generator (I feel like we should have a policy to only call those from a single place)
Fixed wolf monument having some crazy offset relative to its root, clipping it into whatever is in its way
Unity Pro image effects update to 4.5.3
Fixed terrain anchor check extension method and added overload without explicit position and rotation
Replaced TransformEx.GetComponentsInChildrenEx with Transform.GetComponentsInChildren(includeInactive = true)
Added *.pdb.meta to ignore.conf
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Refactored TerrainMeta (so... many... changes...)
Reworked the way the spawn handler keeps track of population count to support saving in the future
Added new spawnable script to animals
Increased animal density
Made AI part ticks distribute more evenly between frames
Added barebones of the terrain carving system
Fixed a few accidental soft tab indentations I commited (switching editors is hard :>)
Enforced law & order on the nature assets
Added tons of new bushes and trees (shit's gonna be broken, please direct all flames directly to @peturah)
Protocol++
Fixed some issues regarding AI system performance
Fixed all sorts of issues with the billboard import settings of the new trees
Time of Day update to 2.1.1 prerelease 1
Added terrain collision resolve system for objects to pass through when entering caves
Increased the number of attempts to find a monument spawn location to 1000
Time of Day update to 2.1.1 prerelease 2
Various cactus prefab adjustments
Added kinematic rigidbodies to all cactus prefabs
Added cacti to decor spawn
Removed static cull distance of the world layer (it's handled on a per-object basis by the LOD groups)
Added test caves
Protocol++
Tiem of Day update to 2.1.1 prerelease 3
Made TerrainSkin work properly on the dedicated server
Added some null tests to TerrainCollision for scenes without TerrainMeta
Fixed terrain holes showing up in the distance when the cave tops are culled
Time of Day update to 2.1.1 prerelease 4
Updated some scene files to make sure the latest prefab changes were applied correctly
Updated image effects to Unity 5
Updated all scripts to Unity 5
Extended WaterColorUpdate to set the reflection clear color to the current fog color
Time of Day update to 2.1.1 prerelease 5
Made all scripts that want to access TOD_Sky use TOD_Sky.Instance
Changed how SpawnFilter deals with carved terrain