108,190 Commits over 3,867 Days - 1.17cph!
Door barricade prefabs setup
Slight clutter rock density reduction
Driftwood spawn patch size tweaks
Door barricades models, LODs, COLs, Gibs
No entities yet
Slight bush density reduction
Some monument loading time optimizations
fixed heli gibs being destroyed by flames
finally fixed water barrel LOD's and added gibs
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
Fixed that some airfield walls were floating slightly above terrain
gibs meta and lods /try numero two
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
chocolate, cans of food, empty cans of food all stackable to 10
Wild pumpkin and corn spawns are their own separate entities (don't have to be watered, spawn fully grown)
Mushrooms only spawn in forests (on ground where no grass is growing) so finding them is easier
Converted collectable spawn populations to the more balancing-friendly population scaling mode
water dispenser gibs, and the LODs should be there now.
Water level test does a quick check for river water depth
Fixed micro cliffs sometimes spawning on roads
Tweaked biome distribution and transitions
Post process terrain slopes near water to reduce wave clipping
temp fix for waterbarrel LOD's
updated water barrel model
added peacekeeper mode to sentry
556 stacks to 100
fixed itemicon generation scene not working
Commiting merged changes from the new Player animation system
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Hacked wire plugin to work with different connection offsets on every object
More distance between prefab mountains
Disabled mountain splat transfer (slows down terrain generation too much for now)
Editor texture channel copy tool for mountain masks
Mountain splat transfer implementation
Got legacy legacy gl and glcore paths up to speed
Minor logz optimizations
Fixed underwater
Mountain topology textures
Terrain basemap includes terrain painting layer
Finished water logz
Fixed scattering logz
Fixed shore wetness not showing on terrain base lod=hq
Fixed world space reconstruction for logz + shore transition