200,328 Commits over 4,140 Days - 2.02cph!
Added test mountain prefab
Reverted composite noise to work in normalized space, scale the result by amplitude
Updated RustNative
Updated noise bindings
Updated heightmap generation
tweaked some chicken/bear anims;
improved the 3rd person deploy / reload animations for ak47
Decal shader
Perf/Memory tweaks
Porting over a shitton of new assets to the procedural map
Cleaning up some shit
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
Align swimming decor to world up vector
Removed noise from alpha setter
Cleaned up some code
Exposed some alignment options in all procedural placement scripts
Fixed an issue where terrain anchors would reject suitable positions
Added micro cliffs (no reason to feel bad, cliffs - I've been told size doesn't matter)
Fixed reporting the same crash twice
Allowed grass to grow on top of caves
Fixed mountain prefab
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Made changes to networking. Still some shit to do on the list.
Ported the new cliff assets to the procedural map
Added new targets to shaders
- Updated TOD
- Removed Andre's Water
- Ported in old Water shaders from the trailer build
Ported new overhang assets to the procedural map
Tweaked micro cliff placement
Half finished player updates and item classes. Need to consolidate everything now.
Made forests in the temperate and arctic biomes bigger
Tweaked sand splat mapping
Added Ionic.Zip dependancies
Marged, propbably need to fix shit now.
Updated Igor fbx so blendshapes work