32,442 Commits over 4,048 Days - 0.33cph!
Updated terrain normal atlas to include specularity
Updated atlas gen to handle missing maps; added default values
Made terrain extensions never rely on TerrainMeta since that's kind of a circlejerk
Organizing splats into separate folders
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)
Added TerrainCollision to procedural terrain again
Extended TerrainAtlasGenerator to smoothness and specularity; refactored code to reduce redundancy
Updated shaders to show Specularity instead of Specular properties
Removed TestLevel_PVT
Restored normal+height and _generated maps; still used by TestLevel and Menuscene1
Let's try not to slaughter poor CPU cycles with Mathf.Pow(x, 2)
Fixed that TerrainMath would initialize with all-zero terrain dimensions on non-procedural terrains
Made TreeMesh fall back to placeholder meshes if the terrain doesn't support batching (i.e. is missing the component)
Rebuilt all scene prefabs after all that chaos and destruction
Reapplied changes up to commit 4026
Converted more scripts to use TerrainExtension
Added some basic extensions to the test level terrain
Raw and cooked rack of ribs models, textures, and prefabs for boar, deer, wolf, and bear
Added TerrainExtension system
Made meta, math, skin, layout and tree batching terrain extensions that work with any terrain
Refactored the first part of the terrain generator to utilize terrain extensions
Added an additional list for height maps to be processed by Terrain Atlas Generator; paving the way for extended atlas packing
Cleaned up terrain splats; split normal+height into normal and height; also deleted _generated
Animals now consider their attack direction in 2D.
Fixed pink material on the base of lighthouse type 2
Merged hunting wolves from animal-survival.
Fixed server script error
Terrain shader LOD is now also affected by terrain quality control
Fixed out-of-date RustNative Windows binaries
Fixed pvt related crashes; now more solid
Enabled PVT on OSX as well; perf seems up to par on b14
increased volume of doors
Fixed various issues in TestLevel (missing prefab references, wobbly flowers everywhere, trees everywhere)
Tools -> Update -> Prefab Scenes
added a stabbing animation for the bone knife and improved the existing ones.
I'm hoping this fixes the lighthouse materials.
Lighthouse material clean up.
Route all weapon effect sounds through the audio mixer
made sure the right hand prop bone is imported out correctly for the spear animations.
made the chicken animations blend smooth when transitioning from the various states.
fixed the chicken not animating in certain situations.
tweaked the chicken sounds so they're a bit more audible. (ie. chicken doesnt have silencer attached to his lips no more)
modified footstep max distance (can no longer hear them 300 feet away)
Disabled material import on satellite dish collider meshes
Fixed lighthouse recreating the material on library recreate (reverted material names)
added stone, metal floors
fixed spectator being developer only (admins can now spectate)
Removed special handling of SceneToPrefab for monuments (i.e. getting the output folder from their tag)
Forced all procedurally spawned prefabs to be inside the autospawn folder
Moved all monuments to the autospawn folder
Added lighthouses to the monument spawn system (spawn rules are placeholders, brace yourselves for lighthouses in rivers)
Protocol++
Properly setup lighthouse monument scenes
Don't let players place building blocks too far away
Fixed locks floating in mid-air when door upgraded/downgraded
Deleted temp.mb files (@gooseman)
Deleted incompatible speedtree