127,209 Commits over 4,109 Days - 1.29cph!
Conditional model sorting perf fix
Invisible player fix (hopefully)
Spectator mode fix (hopefully)
Fixed death info not being passed to OnKilled
Fixed ragdoll update perf
Eating effect broadcast bug
fixed the water splashes (they don't glow in the dark anymore)
Terrain shader consolidation mega merge; removed deprecated terrain shaders, now using only one; reorganized
PVT merged 4 cache textures into 1; better TerrainExtension integration; now enabled via keyword toggle
Deprecated PVT_Terrain, moved functionality to TerrainTexturing; lowest quality base texture now works on legacy mode as well
Changed Terrain_Color to Terrain_Alpha; updated shaders from 4 chan color to 1 chan alpha
Updated TestLevel; Procedural Map updated via script
Updated LegacyLevel to work with latest changes
Fixed stability system not marking some surrounding blocks as dirty
Some Clientside profiling
Made cargoplane/airdrop/bridges/monuments visible at longer distances
Slowed down cargo plane
Fixed default ragdoll parts
Removed debug line drawing
Fixed terrain splat biome-based tinting
Fixed black terrain when enabling PVT on OSX
fixed a bunch of melee attacks that were showing missing polygons
improved a bunch of viewmodel screen shake effects for all of the melee attacks. (reduce the exposure of the floating arm)
Improved the wolf attack animations
Fixed parallax in PVT mode
Layer culling tweaks
Enforce building skin layer
Changed splat mapping algorithm to take advantage of the new biome coloring (still some broken stuff to iron out)
Optimizations and error fixes
Tweaked performance report
Another dumb player spawn fix
Added test mountain prefab
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
Ported the new cliff assets to the procedural map
Ported new overhang assets to the procedural map
Tweaked micro cliff placement