108,603 Commits over 3,867 Days - 1.17cph!
AO performance optimization. Light tweaks.
Less shitty forest clutter. Autorock tweaks. Flower and fern spawntable tweaks.
Fixed roads being slightly *too* random (i.e. different every time you connect to a server)
Network++
Save++
Flowers are lighter to render, better lit, and don't have a terrible outline.
Fixed time not progressing
Merge from terrain-improvements-2 (procgen8 + hapis3)
Increased powerline topology radius
Fixed green roadside trees spawning in the snow biome
Checked the "animate cross-fading" checkbox on the tree prefabs
reducing ceiling light textures sizes to 512
Scrap ceiling light, ~~all the files
Fixed not shutting down EAC properly
speedtree animateCrossFading = 1
Oaks don't walk on six legs anymore. Pines don't float on slopes.
Updated RustNative
Tweaked noise backend
Fixed having to hold USE to pickup - instead of tapping
Fixed not being able to pick up some items at weird distances
Dropped arrows are arrows
Arrows stick in stuff properly
Arrows that are stuck inside a player/npc properly transfer to its corpse
Fixed a bunch of weird parent position stuff
Fixed bone knife animation fuckups
checking in some meta/fbx files
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
Added some random roadside objects
Added runways and driveways to airfield
Fixed airfield terrain adjustment
Switched paths to cubic hermite splines
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