5,975 Commits over 4,413 Days - 0.06cph!
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
Completely disabled PVT to fall back to the texture atlas terrain shader
Removed some legacy code from the terrain generator
Made splats set by terrain modifiers have chamfered corners
Fixed missing terrain textures
Added "Tools/Update/View Model Prefabs" to disable shadow casting on view models
Disabled shadow casting on all current view models
OmniSharp-induced code cleanup (even found one bug, yay!)
Unduck if pressing jump while ducked
Updated SSAO
Enabled 2x downsampling on SSAO
Slightly increased SSAO intensity
Added separate skew, twist and inset to the grass system (needs tweaking, backup commit)
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 mesh position offset to grass system
Made the error handling if Steam is not running a bit more sane in-editor
Made the editor pause if the standalone application quits
Moved all trees to the tree layer and all decor to the world layer
Added dev.shaderlod for future performance experiments
Fixed quit not working (stupid find & replace)
Time of Day update to 2.3.1 prerelease 5
Added refresh to the decor and grass component context menus for runtime tweaking
Fixed AI being disabled in the main procedural scene
Increased animal run speed
Made prey animals avoid predator animals
Properly setup the rustle triggers on all bush prefabs
Changed flower clutter shader to the double-sided foliage one
Updated prefabs + game manifest
Made Tools->Update->Prefabs never fail
Allow prefab preprocessors to run inside the editor
Added two more more sln files to ignore.conf (please delete those from your branch again zon)
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Deleted the duplicate tree prefabs since they're already outdated (and even more outdated on the tree-batching branch)
Updated ProjectVersion and ProjectSettings to b12
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)
Removed wood piles from the spawn list (chop them trees, people)
Made UNITY_STANDALONE_X double-check for !UNITY_EDITOR (bug or feature?)
Added dev.culling <layername> <distance>
Refactored decor system for better cross-frame load distribution and faster refreshing
Made unused components on placeholder tree objects get deleted
Manually added temporary colliders to the snow trees as they are missing in the speedtree files
Fixed icesheets being pink
Ghetto fixed icebergs being super shiny
Made my iceberg fix slightly less ghetto
Fixed that all rocks looked like metal in b13
Fixed server compile error
Fixed pink viewmodel arms on b13
Made tree mesh placeholders spawn whenever the loading screen is invisible
Made tree prototypes rebuild whenever they are out of sync
Made tree mesh placeholder child objects get moved to the correct layer
Made Parallel.For work properly with non-power-of-two index ranges
Re-enabled threading in-editor (update to b13 if you want to run the terrain generator)
Changed terrain edge falloff distance to absolute world units to get rid of super steep terrain edges with smaller terrain sizes
Added the cliff texture to underwater splat mapping
Enabled terrain map post-processing
Tweaked some decor densities that have been somewhat off due to the weekend changes
Disabled terrain generation threading in-editor again (still seems to be unstable from time to time)
Protocol++ (network + save)
Added LightLOD component to lanterns, campfires and furnaces
Fixed lantern and cupboard being pink on b13
Increased shadow bias as far as possible without disconnecting it from walls at sunrise and sunset
Added levelSize to Messaages.Approval
Added server.worldsize (allowed to be between 2000 and 8000 for now, defaults to 8000)
Removed ProceduralSmall level (use server.worldsize)