108,603 Commits over 3,867 Days - 1.17cph!
Reimport shaders on build if needed
first pass at reloading sounds
Fixed early singleton initialization in standalone builds
Added big-ass high voltage powerlines
Only connect powerline poles if 3 or more can be connected in a row
When placing a roadside object fails try again as soon as possible (instead of waiting for the next node)
Increased road and river width
Changed a bunch of stuff about how roads and rivers are generated
Crafting queue http://files.facepunch.com/garry/2015/May/27/2015-05-27_17-19-43.jpg
Moved wood skin lods to atlas texture, prefabs updated
handcuffed holdtype meta files
Better Crafting - part 1 http://files.facepunch.com/garry/2015/May/27/2015-05-27_14-48-02.png
Moved stone skin lods to atlas texture, prefabs updated
Improved monument spawn filter checking
Improved sunrise / sunset time analysis
Tweaked climate blending angle
Moved metal skin lods to atlas texture, prefabs updated
Changed climate blending to use calculated sunrise and sunset hours and the sun zenith angle
Fixed TOD_Sky.SunriseTime and TOD_Sky.SunsetTime being off by 12 hours
Changed terrain paint overlay to multiplicative so that it's visible on snow
Reapplied changeset 8383 but different
Subtracted changeset 8383
Moved top tier skin lods to atlas texture, prefabs updated
Disabled parallax occlusion and parallax offset by default; now a shader feature, requires toggle via shader keyword
Improved splat mapping of post-generation cliff detection
Multithreaded post-generation cliff detection
Forced river meshes to flow downhill
Updated cave prefab to LOD grid and the new non-raycasting setup
Adding atlas texture and mat
Updated rock prefabs to new non-raycasting setup
Retired TerrainTopology.BLENDED
Major refactoring of procedural components
Made ImageProcessing.Dilate2D more generic
Removed the need for terrain raycasting step during load
Added ProceduralObject system
Added AddToHeightMap and AddToWaterMap scripts (replace raycasting)
Improved cliff analysis (fixes some cases where grass would spawn midair)
Fixed blendlayer not working; added very low quality mode for lod < 300
Fixed metal blendlayer sampling RG instead of RA
Adding scrap searchlight files (ready to go)
Renamed PlaceInfrastructure to PlaceRoads
Added PlacePowerlines barebones
Fixed deepness issues; more accurate thickness; tweaks
Cleanup, minor cloud billboard fix when playing inside the editor
miner helmet implementation