5,909 Commits over 3,867 Days - 0.06cph!
Fixed icesheets being pink
Ghetto fixed icebergs being super shiny
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
Made unused components on placeholder tree objects get deleted
Refactored decor system for better cross-frame load distribution and faster refreshing
Added dev.culling <layername> <distance>
Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
Removed wood piles from the spawn list (chop them trees, people)
Fixed incorrect path in bootstrapping on OSX
Added Rust.Application.installPath that returns the full path to the install directory (still feels hacky, but at least we have a central point to fix stuff in the future)
Updated ProjectVersion and ProjectSettings to b12
Deleted some stm files, which apparently are just backup stuff that shouldn't be on here
Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
Allow prefab preprocessors to run inside the editor
Made Tools->Update->Prefabs never fail
Updated prefabs + game manifest
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Made prey animals avoid predator animals
Increased animal run speed
Fixed AI being disabled in the main procedural scene
Added refresh to the decor and grass component context menus for runtime tweaking
Time of Day update to 2.3.1 prerelease 5
Fixed quit not working (stupid find & replace)
Added dev.shaderlod for future performance experiments
Moved all trees to the tree layer and all decor to the world layer
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Added mesh position offset to grass system
Added (but disabled) post processing step to terrain generation (e.g. per-splat or topology height offsets)
Made TerrainMath.GetSplatMaxIndex(...) favor overlays over normal textures
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
Updated SSAO
Enabled 2x downsampling on SSAO
Slightly increased SSAO intensity
Unduck if pressing jump while ducked
OmniSharp-induced code cleanup (even found one bug, yay!)
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models
Disabled shadow casting on all current view models
Fixed missing terrain textures
Made splats set by terrain modifiers have chamfered corners
Removed some legacy code from the terrain generator
Completely disabled PVT to fall back to the texture atlas terrain shader
Updated quality settings (LOD bias now [1.0, 0.5] with linear falloff from best to worst)
Minor terrain generator cleanup + comments to stop the stupid future me from screwing it up
Fixed TerrainGenerator client / server init fuckup
Added gizmos to all terrain modifiers
Made all terrain modifier radii scale with the y object scale
Merged TerrainColorModifier and TerrainSplatModifier as they should be used together
Added some rocks that set their underlying splat to dirt to test the whole thing (I know it still looks kinda horrible)
Made terrain modifiers get applied in Awake()
Added TerrainColor and TerrainColorModifier
Refactored TerrainOverlayModifier and TerrainSplatModifier
Made TerrainSkin support (kinda) dynamic splat adjustments
▅█▆▊▆ ▅▌▍█▌█ ▇▅ ▄▊▅ ▋▄▋▋▍▋█ ▋▌▊▌▊▉, ▌▌▇█▉▍▆▌▋ ▇▊▄▌█▄█ ▊▊▅▋ ▇▍▍ ▉▇ ▉▇▄
Added random rocks to temperate and arid open fields
Added rocks to the grass-beach transition
Reorganized terrain-related procedural generation scripts
Added basic idea of a dynamic splat modifier script (backup commit)
Time of Day update to 2.3.1 prerelease 4
Added a tiny randomized scale to resources