243,418 Commits over 3,898 Days - 2.60cph!
Updated Igor fbx so blendshapes work
Marged, propbably need to fix shit now.
Added Ionic.Zip dependancies
Tweaked sand splat mapping
Made forests in the temperate and arctic biomes bigger
Half finished player updates and item classes. Need to consolidate everything now.
Tweaked micro cliff placement
Ported new overhang assets to the procedural map
- Updated TOD
- Removed Andre's Water
- Ported in old Water shaders from the trailer build
Added new targets to shaders
Ported the new cliff assets to the procedural map
Made changes to networking. Still some shit to do on the list.
Fixed that the terrain raycasting step would override some snow
Tweaked some terrain raycasting parameters
Allowed grass to grow on top of caves
Fixed mountain prefab
Fixed reporting the same crash twice
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)
Align swimming decor to world up vector
More cleanup, object layer adjustments (static rocks that should receive grass are now on terrain layer)
Porting over a shitton of new assets to the procedural map
Cleaning up some shit
Decal shader
Perf/Memory tweaks
tweaked some chicken/bear anims;
improved the 3rd person deploy / reload animations for ak47
Updated RustNative
Updated noise bindings
Updated heightmap generation
Reverted composite noise to work in normalized space, scale the result by amplitude
Added test mountain prefab