33,285 Commits over 4,109 Days - 0.34cph!
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy
Updated shaders to show Specularity instead of Specular properties
Removed TestLevel_PVT
Added TerrainCollision to procedural terrain again
Since we have to keep normal+height for now: removed normal-only maps (unused); removed height maps (atlas will just get it from the n+h)
Organizing splats into separate folders
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
Updated atlas gen to handle missing maps; added default values
Updated terrain normal atlas to include specularity
Moved some materials to the correct folder
Forgot to include the LODs for the ribs yesterday. Duh!
added a running attack for the bear.
Terrain shaders now affected by specularity stored in atlas; specular is still disabled/black in terrain mats, however
Fixed outdated RustNative
added another running attack for the bear;
added a random variable so the standing attacks will choose from 3 different attack animations
Adding raw and cooked rabbit models, textures, and prefabs
DangerInfo classes are now more generic.
Reverted merge from animal branch (please clean up the code as we discussed before merging to main zon)
Updated water to latest version
Enabled water reflections (toggle via F2 menu)
added a running attack for the boar
Added checksum log on terrain generation (debug)
Log detailed terrain checksums after all generation is complete (debug)
Globally extraced min and max noise seed values to TerrainNoise
Removed unused / broken gizmos
Adding exterior and interior wall pieces. wip log set, also contains door/windows and frames pieces
Switched noise generation backend to managed until native cross-platform issues are fixed (still running native in-editor for faster loading times)
Sky, lighting and water tweaks. PBR ground texture wip files.
running attack animations for the chicken / rabbit / stag
Fixed rocks, to be proper with the new standard shader. Water tweaks. Temp scene backup.
New spear sounds and rock sound tweaks
Merged hunting wolves from animals branch.
Checking in wood set pieces and updated prefabs
Merged remote logging fixes.
Animal partol values no longer using defaults.
Time of Day update to 2.3.3 prerelease 2
Updated custom sky prefab
Updated water to the latest version
Hammer sounds and sound tweaks
AISense now searches using type comparison.
BaseAnimal no longer hides it's public properties under a server CC flag.