112,243 Commits over 3,928 Days - 1.19cph!
Coastline 2.0
More interesting main island shapes
Slight altitude bias towards the world center
Chance for isolated islands off coast
Better mountain and hill blending
Fixed 40 byte per-frame leak on riverless maps
Fixed massive performance hit in water quality modes 1 and 2
set of industrial light fixtures - greybox and prefabs
Monument splat mapping support (via terrain tools)
Sat dish scene backup
closed holes on sat dish models for the new use of sat dish pieces
Monument alpha mapping support (via terrain tools)
Rock material terrain blend tweaks
Airfield compound wall rotation fixes
Removed some old placeholder radtowns
Support for all mapping tools in prefab scenes
satellite dish dungeon rework - backup
military tunnel 1 progress backup
Removed/fixed SSAO command buffer hack to match latest water2 changes
Fixed missing global params in water2
Better fly swarm motion/texture
path depth adjustments - several dungeons
moving a few blockers
missing meta
more culling optim for dungeons
Added quality=0 to water2; half decent fallback using animated normal maps; underwater now working in all quality levels
Changed some internal TEX and RT format changes for compatability (baseline DX9 level 3) and performance
Improved quality and work management within water2, plus a few corrections; switched base textures to to tiff
PerformanceReport format fixes
Road mesh offset scales with road terrain adjustment offset
Padding and fade of hand placed road segments are adjustable
Limited road meshes zfight
Culling pass on powerplant_1/military_tunnel_1
Made height offset of hand placed road segments in dungeons adjustable
Quick grouped mesh culling script for Vince
military_tunnel_1 progress
loot crates placement and polish
I wandered lonely as a cloud WIP
tweaked the gooseman flies looping effect.
Saved one pass on water geometry after taking my head out of my ass
removed some code that isn't required anymore (was for setting player acceleration in mecanim)