250,907 Commits over 3,959 Days - 2.64cph!
Added CraggyIsland to the standalone build (can be used as a minimal testing ground for quick server tests)
tweaked background trees to be a bit more visible and starting to pull in a skybox colour more for depth
changed all lights in scene to ignore celeb cam and celeb cam right
Added TerrainCollision to CraggyIsland
Check if a building part is inside a solid segment of the terrain collider and prevent placement if that's the case
TerrainConfig ref stored in BiomeSettings, updated ZoneEditor to make sure any TerrainMeta components in children have their config refs updated when changing Biome
Fade out furnace light sources as well when fading out their shadows
Added distance bias to LightLOD
Rain overlay takes water and wetness into account
Rain and snow particle effect color tweaks and collision optimizations
Rain overlay needs some time to fade out when looking back down
Biome fog density is multiplied with current weather fogginess
Lower default fog density in the arctic biome around noon
Players get wet when it's raining
Calculate water catcher gathering rate from fogginess (condensation) and rain / snow (precipitation)
re-exported trees and background trees material to hopefully fix broken issue
re-exported broken plastic files (trees, water)
added "temp" layer for ian
tweaked animal animation speeds.
merge from main/distantbooms2
Only calculate the distant sound crossfade on sound init for now
Distant gunshots and explosions round 2
Forgot the implementation of the ambience wind intensity check
Tweaked weather transition speeds
Added wind intensity range to ambience
Fixed bootstrapping taking a very long time on OSX
FloraPrefab OnEnable stuff removed, new FloraPrefabs and RockPrefabs now register with ZoneSeasons for their material setup
SpawnHandler tick now measured in TOD Hours (using TOD_Time.OnHour)
Removed TerrainMeta Awake() logic, Init now called from the parent Zone
Added Pine Tree Item + Resource asset
Spawn tinkering
Slightly changing how entity collision events are handled ( added ent:ReceiveCollisionMessages( bool ) )
Added placeholder rain sounds
Linked sqlite3 on OSX
Added sqlite3.c to build on Windows and Linux
Moved frontend items into panel
Export the sqlite functions on Windows
Added custom editors for SpawnHandler, GrassSpawn and DecorSpawn (YAY REFRESH BUTANS)
Re-worked SpawnPopulation to support spawning ItemSettings assets via their Create() method
Added ItemSettings.Create() overload with transform params
Added some test spawn assets for trees and berry bushes
NRE checks on some delegates in PlayerController
Before/SpeedTree*: changed Smoothness/Transmission map to TintMask/Transmission map; added support for masked tinting
Removed creepy ghost box that was following me around on CraggyIsland
Added rain drop camera overlay when looking straight up while it's raining
Added separate rain and snow getters to the climate class
3rd person animations for Howling like a wolf