10,607 Commits over 4,413 Days - 0.10cph!
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++
Increased water opacity
Fixed underwater fog always being disabled
OCC (obsessive compulsive commit)
Made SERVER+CLIENT+STEAM default project compile option (I think it always used to be like this?)
Minor spawn handler tweaks
Added graphics.quality X (sets the same parameter the launcher sets, X can be between 0 and 5)
Made grass patch vertex count error log group properly in Sentry
Slightly increased grass tapering distance
Decreased grass vertex count (performance test)
Made ores spawn everywhere (at least for the time being)
Fixed players sometimes spawning inside objects
Fixed physics / metabolism water level being higher than the water plane
Tweaked underwater effects
Fixed player being able to unduck into other colliders
Fixed first person camera position not matching player head position when ducked
Fixed underwater fog being slightly visible above water
Refactored Spawnable / SpawnHandler
Fixed resources loaded from saves not incrementing the population count
Added beaches1 and beaches2 placeholders
Added waypoint system
Added dedicated subtree behaviour system
Added animal patrol behaviour
Made behaviour trees more modular
Added some missing #if SERVER
More work on the character controller
Added a slippery slope piece to the test level
Updated some decor and spawn filter rules
Refactored AILocomotion speed and direction controls
Updated animal speeds
Added a maximum jump angle to player movement to keep people from jump-climbing up walls and trees
SteamNative OS X bundle cleanup
Made 50 degrees the maximum walkable angle to make stairs work again
Moved simplex noise to native code
Tweaked terrain generator height amplitudes
Protocol++
Set native plugin platforms explicitly (keeps Unity from copying them to the output folder of platforms they're not used on)
Auto-updated texture import resolutions
Set all native plugins to always be available when in-editor
Updated native plugins to latest version
Another native plugin update
Refactored player movement
Added player jump cooldown
Improved player ground detection
Removed underwater crouch
Improved underwater movement
Fixed jump animation being initiated twice when jumping
Made OSX plugin bundles only get distributed with OSX builds
Updated native plugins
Terrain heightmap feature size scales with inverse of frequency
Terrain heightmap generation now supports per-biome settings (will be useful in the future)
Tweaked biome distributions
Improved biome transitions
Tweaked terrain splatmap
Tweaked forest size and frequency (not final, it just broke with the noise algorithm update and I had to do some adjustments)
Protocol++ (this means servers have to restart - you can stop asking me now)
Added new spawn filter category: topology
Fixed ores and northern field trees spawning on mountain summits
Allowed trees to spawn on mountains, as long as they're not high enough for snow
Re-added rock clutter on dirt
Increased the number of bushes in open fields
Added case insensitive String.Compare extension method
Did Tools -> Update Prefab Names
Don't unparent sleepers from cargo ship
Fixed that the initial component state of the F2 menu was not being applied properly
Enabled motion blur by default
Deleted TestLevel_Minh since it was completely broken anyhow o(recreate from TestLevel if you still need it)
Made WaterUpdate use color inspector variables instead of just alpha multipliers
Removed client.farclip (is now graphics.drawdistance)
Removed client.fov (is now graphics.fov)
Made event schedule only execute on server
Fixed that rock_01 was sometimes spawned midair
Removed redundant flip option from rock_08
Fixed that some view models would cast shadows onto the world
Giving continuous collision detection for character movement a try
Tweaked fall animation time threshold (fixes that it randomly occured when running down slopes)