250,590 Commits over 3,959 Days - 2.64cph!
Initial work on interaction refactor
Moved LOD grid to its own prefab
Spawn shared level prefabs in world setup
Made spawn handler per-scene
Fixed hardcoded tonemapper asset paths (for a bloody logo nonetheless)
Moved tonemapper to third party folder
Actually fixing that method
SpeciesSettings.GetViewPrefab NRE/index fix
Biome species list NRE fix
Fixed NRE in GroupSpawner
Fixed issue with species prefabs not being created properly
Species unit prefab now sets up all required components properly
Changed prefab naming convention ("." replaces "_")
Sepcies Unit prefab and view creation improvements
Added some random roadside objects
Improved View handling in Species editor
* npc_barnacle no longer picks up players in noclip
* weapon_crossbow no longer leaves player zoomed in if dropped or removed
* GitSync
Added runways and driveways to airfield
Fixed airfield terrain adjustment
Switched paths to cubic hermite splines
Fixed a couple of UI issues
Removed startup UI because startup UIs are silly. Game starts a new game on first startup, loads existing save if available.
Changed heightmap adjustments to SmoothStep
Trees spend less time in dithered state. Rock terrain blend fixes. Road slightly less noisy looking. Scene stuff.
Added airfield to procedural maps
Tweaked river source spawning
Experiment: Only spawn the randomly scattered loot barrels on roadsides and around monuments
Updated bridge prefab to better fit the new roads and rivers
Added Parallel.ForEach
Improved river generation
horse / chicken ragdolls now have the proper skin as their living counterpart.
Updated river source prefab to better fit the new rivers
Tweaked road and river splat adjustments
Improved river end detection
Added water splash particle effect placeholder
Fixed paths that are too short sometimes being added to the path lists
Fixed river-ocean transition
Added smooth path terrain adjustment fadeout to splat and topology adjustments as well
Improved road-terrain transition
Improved crossroad blending
Fixed path and side object densities being higher than specified
Improved placement of high voltage powerlines
Fixed some minor issues with the wire shader
Tweaked the powerline cable material
Tweaked micro cliff and waterside decor spawn rules
Changed TerrainMap quad painting to a software rasterization algorithm instead of just using the bounding box
Resize the tangent array a well when resampling a path