10,607 Commits over 4,413 Days - 0.10cph!
Changed camera clear flags back to solid color now that we're no longer using any of the tree creator shaders
Added placeholder bushes to all forest types
Deleted old bush and tree art
Time of Day update to 2.3.0
Fixed ambient light not updating
Made fog directional (test)
Garry told me I can probably delete this
Updated autospawn prefab layers
Added check for a minimum distance from other monuments when placing a monument
Enabled decor parameter processing on monuments
Protocol++ (network + save)
Only auto-update texture import resolution for assets in the Assets/Content folder
Some texture import resolution auto-updates
Updated image effect standard assets
Time of Day update to 2.3.0 RC2
Don't multithread terrain generation if inside the Editor (spazzes out as of u5b8)
Disabled terrain spec until the shader supports 5.0 deferred
Added SeedRandom.Wanghash
More work on AIObstacleMesh (almost done)
Fixed maximum jump velocity being faster than the last movement velocity
Added better SSAO
Removed dynamic Z near from camera (leads to visible depth res transition with more intense SSAO)
Fixed some meta file weirdness in the trees folder
Added some other missing meta files
Completed AIObstacleMesh (might still need some optimizations)
Added trivial reject to AIObstacle
Updated ConvexHull
Added better normal gizmo to MeshInfo
Added AIObstacleMesh to all rocks
Time of Day update to 2.3.1 prerelease 1
Increased bear attack range to keep him from pushing players around
Fixed some minor issues with AILocomotion
Fixed prefab names being out of sync (next server restart should fix infinitely dense forests)
Organized "Tools" context menu
Fixed terrain collision not resetting if killed inside a cave
Patched water shader to handle foam somewhat decently at night
Fixed NRE in PlayerWalkMovement if running in TestLevel
Added generic prefab class (using this for some refactoring)
Removed terrain height filter from some forest types (every forestX should only have the forestX filter active)
Reapplied changeset 3286 (probably accidentally undone)
Refactored SpawnQuadtree into generic byte storage types
Refactored DecorSpawn and SpawnHandler to use the generic Prefab class
Refactoring in preparation of the forest generation features Petur requested
Generated terrain texture atlas for Diogo
Fixed terrain size being really tiny in the default procedural map
Added inspector variable attribute for enum masks
Changed most enums in SpawnFilter to masks (for multiselect support)
Removed tons of unused parameters from SpawnFilter (most were merged into TopologyType)
Optimized SpawnFilter factor calculation
Added dedicated forest edge regions (so we can add different trees and dense border foliage)
Added TerrainLayout (read & write terrain layout info)
Added a terrain layout pre-pass to the terrain generation (bakes biomes and topology)
Optimized terrain generation (mostly due to the layout prepass)
Added placeholder trees to the arid biome
Made forest size and frequency tweakable for every forest type
Updated game manifest
Made TerrainTopology.Enum values continuous powers of two