127,287 Commits over 4,109 Days - 1.29cph!
Mountain splat transfer implementation
Editor texture channel copy tool for mountain masks
Disabled mountain splat transfer (slows down terrain generation too much for now)
More distance between prefab mountains
Hacked wire plugin to work with different connection offsets on every object
Powerline prefab distribution tweaks (prefer intact structures over the more broken down ones)
Commiting merged changes from the new Player animation system
updated water barrel model
added peacekeeper mode to sentry
556 stacks to 100
fixed itemicon generation scene not working
temp fix for waterbarrel LOD's
Post process terrain slopes near water to reduce wave clipping
Tweaked biome distribution and transitions
Fixed micro cliffs sometimes spawning on roads
Water level test does a quick check for river water depth
water dispenser gibs, and the LODs should be there now.
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
chocolate, cans of food, empty cans of food all stackable to 10
Bushes and clutter rocks stay away from forest splat (to make mushrooms there easier to spot)
gibs meta and lods /try numero two
Fixed that some airfield walls were floating slightly above terrain
Fixed radtown_small_3 monument topology excluding some underground structures (RUST-838)
finally fixed water barrel LOD's and added gibs
fixed heli gibs being destroyed by flames
Some monument loading time optimizations
Slight bush density reduction
Door barricades models, LODs, COLs, Gibs
No entities yet
Driftwood spawn patch size tweaks
Slight clutter rock density reduction
Door barricade prefabs setup
Updated sleeping anim to previous raised version
Fixed standalone compile error
Added extra collider mesh for metal facemask
Updated procmap benchmark scene to latest world generation
fixed sentry not targeting some items in peacekeeper mode
Switch to reverse-z quasi-log to avoid depth write; should be virtually perf-cost free now
Got everything working except two non-rust/std standard shaders still used in weapons
improved the walk/jog animations to look more natural
fixed a bunch of animations that were missing events (footsteps / jumping / wounded/ etc)
human meat is salty
charcoal stacks to 1000
added fishtrap and fish
reactive target is cheaper and resets on its own after 6 seconds